TEXT: 3.5 SYSTEM COMPATIBLE
  LPJ9439
  usual suspects
  Ne o e xo du s  c hr o nic le s :
  
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  Some of the feats, items, psionic powers, and spells 
  listed are found in various Louis Porter Jr. Designs 
  books. They have been labeled with a superscript code 
  for identification. Use the following key to find their 
  source: CN = Classes of NeoExodus: Machinesmith; NE = 
  NeoExodus: A House Divided Campaign Setting; OK = 
  Secret Societies of NeoExodus: Order of Kaga; SC = Secret 
  Societies of NeoExodus: Sanguine Covenant; SO = Secret 
  Societies of NeoExodus: Section Omega. 
  All other psionic feats, items, and powers can be found in 
  Psionics Unleashed by Dreamscarred Press.
  CANEUS HIGH GUARD
  The High Guard is one of the finest fighting forces in the 
  Empire, charged with the duty of protecting the Imperial 
  family and people under the emperor’s direct care. Fighting 
  men and women, from throughout the Empire, known 
  for both their skill and loyalty are recruited and drilled 
  relentlessly to forge them into an elite protective unit. 
  High Guards spend half the year attending to their charges. 
  The rest of the time they take on tasks that allow them to 
  hone their fighting prowess even further, often selling their 
  services to wealthy merchants or government luminaries. 
  Given their reputation, their services are in high demand 
  and well paid for.
  HIGH GUARD RECRUIT 
  CR 4
  XP 1,200
  Male human (Nasian) fighter 5
  LN Medium humanoid
  Init +5; Senses Perception +8
  DEFENSE
  AC 23, touch 11, flat-footed 22 (+ 9 armor, +1 Dex, +3 
  shield)
  hp 42 (5d10+15)
  Fort +6, Ref +2, Will +5; +1 vs. fear
  Defensive Abilities bravery +1
  OFFENSE
  Speed 20 ft.
  Melee mwk longsword +11 (1d8+5/19-20) or mwk 
  shortspear +10 (1d6+4/x3)
  Ranged javelin +6 (1d6+4) or shortspear +6 (1d6+4)
  STATISTICS
  Str 18, Dex 13, Con 14, Int 10, Wis 12, Cha 8
  Base Atk +5; CMB +9 (+11 bull rush); CMD 20 (22 vs. 
  bull rush)
  Feats Alertness, Cleave, Improved Initiative, Improved 
  Bull Rush, Iron Will, Power Attack, Shield Focus
  Skills Intimidate +5, Perception +8, Ride -1, Sense 
  Motive +7
  Languages Common, Nasian
  SQ armor training 1, weapon training (heavy blades +1)
  Combat Gear potion of cure moderate wounds (2), 
  tanglefoot bag, thunderstones (2); Other Gear full 
  plate, masterwork heavy steel shield, masterwork 
  longsword, masterwork shortspear, 6 javelins
  Boon A high guard recruit can join the PCs on a single 
  adventure in exchange for 10% of the treasure.
  Recruits are the raw material from which the High Guard 
  is forged. They spend long hours drilling, honing their 
  skills, and proving their dedication to the Empire. Practical 
  experience is gained from guard duty at civic buildings, 
  as escorts for minor dignitaries, or security along parade 
  routes where the Emperor and his family will make 
  appearances.
  HIGH GUARD OFFICER 
  CR 7
  XP 3,200
  Female human (Nasian) fighter 5/high guard 3
  LN Medium humanoid
  Init +7; Senses Perception +13 (+16 opposed checks)
  DEFENSE
  AC 24, touch 12, flat-footed 22 (+ 10 armor, +2 Dex, +2 
  shield)
  hp 78 (8d10+24)
  Fort +9, Ref +5, Will +6; +1 vs. fear
  Defensive Abilities bravery +1, uncanny dodge
  OFFENSE
  Speed 20 ft.
  Melee +1 bastard sword +11/+6 (1d10+6/19-20) and 
  shield bash +11 (1d4+1)
  Ranged mwk heavy crossbow +11 (1d10/19-20)
  STATISTICS
  Str 16, Dex 14, Con 14, Int 10, Wis 10, Cha 12
  Base Atk +8; CMB +11; CMD 23
  Feats Alertness, Combat Reflexes, Exotic Weapon 
  Proficiency (bastard sword), Improved Initiative,
  Improved Shield Bash, Iron Will, Two-weapon Fighting, 
  Weapon Focus (bastard sword), Weapon Specialization 
  (bastard sword)
  Skills Diplomacy +9, Intimidate +8, Perception +13 
  (+16 on opposed checks), Ride +4, 
  Sense Motive +13 (+16 on opposed checks)
  Languages Common, Nasian
  SQ armor training 1, danger sense, dedicated, hold the 
  line, take the blow
  Combat Gear antitoxin (2), potion of cure moderate 
  wounds; Other Gear +1 bastard sword, cloak of
  resistance +1, elixir of truth, +1 full plate, masterwork 
  heavy crossbow and ten bolts, 2 screaming bolts, 
  masterwork heavy steel shield
  Boon A high guard officer can arrange a meeting 
  between the PCs and a member of the Imperial family 
  or a high ranking official. Alternately, the officer can 
  intercede if one or more PCs are accused of a crime, 
  providing testimony on their behalf resulting in 
  absolution of the crime. The latter boon can only be 
  gained once.
  
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  Caneus Empire
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  Arman Protectorate
  Sanguine Covenant
  Reis Confederacy
  Sectio
  HIGH GUARD RECRUIt
  SPECIAL ABILITIES
  Danger Sense (Ex) When caught by surprise, the High 
  Guard can make an immediate Perception DC 15 to act 
  in any surprise round.
  Dedicated (Ex) The High Guard gains a bonus equal to 
  her class level to any opposed Linguistics, Perception 
  or Sense Motive checks. She also gains a bonus to 
  initiative equal to half her class level.
  Hold the Line (Ex) Whenever an adjacent ally fall 
  unconscious or helpless, the High Guard may take a 
  five-foot step into that ally’s square.
  Take the Blow (Ex) The High Guard may take the hit in 
  place of an adjacent ally. After her ally has been hit, a 
  High Guard instead suffers all the effects of the attack in 
  his place. Use of this ability counts as making an attack 
  of opportunity. If the High Guard can make multiple 
  attacks of opportunity, she may use this ability more 
  than once. If the enemy scores a critical hit, this ability 
  may not be used.
  Where the High Guard is on duty, there is inevitably at least 
  one officer on the scene. Whether overseeing the duties of 
  Guard units, or supervising the training of recruits, officers 
  are the exemplars of the discipline and duty. 
  IMPERIAL AEGIS 
  CR 10
  XP 9,600
  Male human (Nasian) cavalier (honor guard) 6/high 
  guard 5
  LN Medium humanoid
  Init +8; Senses Perception +8 (+13 on opposed rolls)
  DEFENSE
  AC 24, touch 11, flat-footed 23 (+ 10 armor, +1 Dex, +3 
  shield)
  hp 98 (11d10+33)
  Fort +10, Ref +6, Will +6
  Defensive Abilities focused mind; SR 11 (vs. 
  compulsion, illusion or mind-affecting magic)
  OFFENSE
  Speed 20 ft.
  Melee spirited charge with +1 lance +18 (3d8+15/x3) 
  or
  +1 longsword +16/+11/+6 (1d8+5/19-20)
  Ranged mwk heavy crossbow +14 (1d10/19-20)
  STATISTICS
  Str 18, Dex 14, Con 14, Int 10, Wis 12, Cha 10
  Base Atk +11; CMB +16; CMD 28
  Feats Alertness, Bodyguard, Die-hard, Endurance, 
  Improved Bull Rush, Lookout, Mounted Combat, Power 
  Attack, Ride-by Attack, Shield Focus, Spirited Charge, 
  Unseat
  Skills Diplomacy +8, Handle Animal +9, Intimidate 
  +13, Knowledge (nobility) +8, Perception +8 (+13 on 
  opposed rolls), Ride +15, Sense Motive +16 (+21 on 
  opposed rolls), Stealth +4
  Languages Common, Nasian
  SQ challenge 2/day, danger sense, dedicated, hold the 
  line, intercept, lion’s call, mount (heavy
  warhorse), sworn defense, tactician, take the blow, 
  ultimate defender
  Combat Gear potion of cure serious wounds, potion 
  of slow poison; Other Gear belt of giant strength +2, 
  elixir of hiding, +2 full plate, +1 lance,  +1 longsword, 
  masterwork heavy steel shield, military saddle
  Boon An Imperial Aegis can request an audience 
  with the Empress on the behalf of the PCs, or carry 
  a message to her for them. As they are in charge of 
  overland travel for the Imperial family, an Aegis can 
  also have a particular road blocked or a roadside inn 
  emptied on their order for up to an hour without 
  arousing suspicion.
  
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  SPECIAL ABILITIES
  Danger Sense (Ex) When caught by surprise, the High 
  Guard can make an immediate Perception DC 15 to act 
  in any surprise round.
  Dedicated (Ex) The High Guard gains a bonus equal to 
  her class level to any opposed Linguistics, Perception 
  or Sense Motive checks. She also gains a bonus to 
  initiative equal to half her class level.
  Focused Mind (Su) The High Guard gains spell 
  resistance equal to his character level against any 
  compulsion, illusion or mind-affecting magic.
  Hold the Line (Ex) Whenever an adjacent ally fall 
  unconscious or helpless, the High Guard may take a 
  five-foot step into that ally’s square.
  Take the Blow (Ex) The High Guard may take the hit in 
  place of an adjacent ally. After her ally has been hit, a 
  High Guard instead suffers all the effects of the attack in 
  his place. Using this ability counts as making an attack 
  of opportunity. If the High Guard can make multiple 
  attacks of opportunity, she may use this ability more 
  than once. If the enemy scores a critical hit, this ability 
  may not be used.
  Ultimate Defender (Ex) The High Guard may take an 
  attack of opportunity against any enemy that moves 
  within his threatened area, even if they take a five-foot 
  step or the withdraw action.
  When the Empress or her family is traveling, it is the 
  Imperial Aegis that is called upon to protect them. Whether 
  it is the Empress herself heading out to battle with his 
  troops, or a family member on a diplomatic mission, these 
  elite cavalrymen ensure their safety. They swiftly intercept 
  any perceived threat, using whatever means necessary to 
  protect their charges.
  CONFEDERAtE  
  PANtHER WARRIORS
  Noted as the fiercest combatants of the Reis Confederacy, 
  the Panther Warriors are an elite group with a long and 
  glorious history in battle. While not noted for their strategy 
  or discipline, they are dangerous opponents and renowned 
  individual fighters. Facing them in groups is a daunting 
  task.
  PANTHER WARRIOR INITIATE 
  CR 3
  XP 800
  Female human (Khymerion) druid 4
  N Medium humanoid
  Init +2; Senses Perception +8
  DEFENSE
  AC 15, touch 12, flat-footed 13 (+ 3 armor, +1 Dex, +1 
  dodge)
  hp 26 (4d8+12)
  Fort +7, Ref +3, Will +8; +4 vs. fey and plant-targeted 
  effects
  Defensive Abilities resist nature’s lure
  OFFENSE
  Speed 30 ft.
  Melee mwk spear +5 (1d8+1/x3)
  Ranged mwk sling +5 (1d4+1)
  Special Attacks wild shape 1/day
  Druid Spells Prepared (CL 4th; concentration +7)
  2nd - bull’s strength, heat metal (DC 15), heighten 
  sensesNE
  1st - entangle (DC 14), faerie fire, jump, speak with 
  animals
  0 - detect magic, detect poison, light, resistance
  STATISTICS
  Str 12, Dex 13, Con 14, Int 10, Wis 16, Cha 10
  Base Atk +3; CMB +4; CMD 15
  Feats Dodge, Mobility, Natural Spell
  Skills Acrobatics +5, Climb +8, Handle Animal +8, 
  Perception +8, Stealth +5 (+7 in thick foliage), 
  Survival +10, Swim +6
  Languages Common, Druidic
  SQ nature bond (panther animal companion), nature 
  sense, trackless step, wild empathy, woodland
  stride
  Combat Gear scroll of cure light wounds (2), scroll of 
  magic fang (2), wand of produce flame (20 charges) 
  Other Gear cloak of resistance +1, masterwork panther 
  skin armorNE, masterwork sling and 10 bullets,
  masterwork spear
  Boon A Panther Warrior initiate can inform PCs of any 
  nearby dangers in the wilderness, providing them a +2 
  bonus on Perception checks to notice danger and avoid 
  being surprised in combat within a 20 mile radius for 
  the next week.
  Initiates have yet to prove themselves worthy of the title of 
  Panther Warrior. This does not mean they are weak. To the 
  contrary, they are relentless combatants and eager to prove 
  their mettle. They are often assigned to missions assisting 
  Confederate Sentinels defending against caliban or enuka 
  incursions from the wilds.
  PANTHER WARRIOR SKIRMISHER 
  CR 7
  XP 3,200
  Male kalisan ranger 7/panther warrior 1
  CN Medium humanoid
  Init +3; Senses low-light vision; Perception +9
  DEFENSE
  AC 21, touch 14, flat-footed 17 (+ 5 armor, +3 Dex, +1 
  dodge, +1 natural +1 shield)
  hp 73 (8d10+24)
  Fort +8, Ref +8, Will +4
  
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  OFFENSE
  Speed 20 ft.
  Melee +1 Bal war clubNE +13/+8 (1d8+5/19-20)
  Ranged mwk caliban bolaNE +12 (1d8) or
  mwk composite short bow +12 (1d6+1/x3)
  Special Attacks favored enemies (calibans +4, humans 
  +2), heroic combat +1, wild shape 1/day
  Ranger Spells Prepared (CL 4th; concentration +5)
  1st - longstrider
  STATISTICS
  Str 18, Dex 16, Con 14, Int 8, Wis 12, Cha 8
  Base Atk +8; CMB +12; CMD 25
  Feats Aspect of the Beast, Dodge, Mobility, Point Blank 
  Shot, Spring Attack, Vital Strike
  Skills Acrobatics +13, Climb +14, Handle Animal +9, 
  Perception +9, Stealth +13 (+15 in thick foliage),
  Survival +9 (+12 to follow tracks)
  Languages Balite, Caliban, Common
  SQ favored terrain (jungle +2), ferocity, kalisan’s 
  endurance, hunter’s bond (panther animal companion), 
  track +3, weapon familiarity, wild empathy +5
  Combat Gear potion of cure moderate wounds, potion of 
  haste; Other Gear amulet of natural armor +1,
  +1 Bal war clubNE, +1 panther hide armorNE, masterwork 
  composite short bow (+1 Str) and 20 arrows, 20 signal 
  arrows, masterwork light wooden shield, climber’s kit
  Boon The skirmisher can assist PCs by tracking any 
  creature or group of creatures for up to a week’s time, 
  or guide them safely through the wilderness to a 
  particular destination.
  SPECIAL ABILITY
  Heroic Combat (Ex) When the Panther Warrior engages 
  an enemy in melee by himself, he gains a +1 bonus to 
  attack and weapon damage rolls.
  Kalisan skirmishers are used to operating alone, relying on 
  their prowess and the ferocity of their feline companions. 
  They are skilled in killing their more savage cousins as 
  well as human opponents. When the Imperator travels, 
  these skirmishers are often at the vanguard, keeping a 
  watchful eye for danger and eagerly leaping into the fray 
  to defend their leader and prove their might.
  PANTHER WARBAND LEADER 
  CR 11
  XP 9,600
  Female human (Khymerion) barbarian 4/druid 4/
  panther warrior 3
  N Medium humanoid
  Init +6; Senses low-light vision; Perception +9
  DEFENSE
  AC 17, touch 11, flat-footed 15 (+ 6 armor, +2 Dex, +1 
  dodge, -2 rage)
  hp 116 (4d8+3d10+4d12+66)
  Fort +15, Ref +5, Will +11; +4 vs. fey and plant-targeted 
  effects
  Defensive Abilities resist nature’s lure
  OFFENSE
  Speed 30 ft.
  Melee +1 Bal spearclubNE +17/+12 (1d8+8/19-20) or
  2 claws +16 (1d6+6)
  Ranged javelin +12 (1d6+5)
  Special Attacks feline fighting, heroic combat +2, 
  rage 13 rounds/day, rage powers (lesser beast totem, 
  low-light vision), wild shape 2/day
  Spell-like Abilities (CL 4th; concentration +6)
  5/day -  acid dart (+12 ranged touch, 1d6+2)
  Druid Spells Prepared (CL 4th; concentration +6)
  2nd - bear’s endurance, bull’s strength, eagle eye, soften 
  earth and stoneD
  1st - entangle (DC 13), feather step, longstrider, magic 
  stoneD, obscuring mist
  0 - detect magic, detect poison, guidance, resistance
  TACTICS
  Base Statistics When not raging, the warband leader 
  has AC 19, touch 13, flat-footed 16; hp 94; Fort +13, 
  PANtHER WARbAND LEADER
  Reis Confederacy
  Crown Council
  
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  Will +9; Melee +1 Bal spearclub +15/+10 (1d8+6/19-
  20); Ranged javelin +12 (1d6+3); Str 16, Con 16; CMB 
  +13; Skills Climb +12, Swim +9
  STATISTICS
  Str 20, Dex 14, Con 20, Int 8, Wis 14, Cha 10
  Base Atk +10; CMB +15; CMD 27
  Feats Dodge, Improved Initiative, Mobility, Natural 
  Spell, Power Attack, Spring Attack, Weapon Focus
  (Bal spearclub)
  Skills Acrobatics +11, Climb +14, Knowledge (nature) 
  +6, Perception +9, Stealth +11, Survival +11,
  Swim +11
  Languages Common, Druidic
  SQ nature bond (earth domain), scent, wild empathy 
  +4, woodland stride
  Combat Gear potion of barkskin +2, potion of cure 
  serious wounds; Other Gear amulet of mighty fists +1,
  +1 Bal spearclubNE, belt of incredible dexterity +2, 6 
  javelins, +2 panther hide armorNE
  Boon A warband leader can provide PCs with safe 
  escort through the wilderness to a destination of their 
  choice, with no wandering monster encounters.
  SPECIAL ABILITIES
  Feline Fighting (Ex) The Panther Warrior does not take 
  a penalty while fighting from prone.
  Heroic Combat (Ex) When the Panther Warrior engages 
  an enemy in melee by himself, he gains a +2 bonus to 
  attack and weapon damage rolls.
  Equal parts martial might, natural force, and feline fury, 
  the warband leader exemplifies the strength and ability of 
  the Panther Warriors. Faced alone or leading a group of 
  their fellow warriors, they are fierce opponents. Warband 
  leaders can be found leading groups of recruits training 
  in the wilderness, or in charge of other Panther Warriors 
  conducting missions on behalf regional leaders.
  CONFEDERAtE SENtINELS
  The backbone of the Confederacy military force, sentinels 
  protect their lands and people against threats from both 
  within and without. While not lauded like elite forces 
  such as the Panther Warriors, sentinels are well-trained 
  combatants and devoted to the defense of the Confederacy. 
  Their skills and abilities vary widely, providing a well-
  rounded force able to adapt to a variety of tactics and 
  terrains.
  CONFEDERACY SCOUT 
  CR 4
  XP 1,200
  Male human (Khymerion) fighter (archer) 5
  CN Medium humanoid
  Init +8; Senses Perception +11
  DEFENSE
  AC 18, touch 15, flat-footed 13 (+ 3 armor, +4 Dex, +1 
  dodge)
  hp 47 (5d10+15)
  Fort +6, Ref +5, Will +1
  OFFENSE
  Speed 30 ft.
  Melee mwk Bal war clubNE +7 (1d8+1/19-20) or
  mwk club +7 (1d6+1)
  Ranged mwk short composite bow +8/+8 (1d6+1/x3) 
  or
  mwk club +10 (1d6+1)
  Special Attacks expert archer, trick shot (disarm; CMB 
  +5)
  STATISTICS
  Str 13, Dex 18, Con 14, Int 12, Wis 10, Cha 8
  Base Atk +5; CMB +9; CMD 20
  Feats Agile Maneuvers, Dodge, Improved Initiative, 
  Mobility, Rapid Shot, Skill Focus (Perception),
  Shot on the Run
  Skills Climb +9, Perception +11, Stealth +12, Survival 
  +8
  Languages Common, Caliban
  SQ hawkeye
  Combat Gear potion of barkskin, potion of cure light 
  wounds (3); Other Gear masterwork composite
  shortbow (+1 Str) and 40 arrows, masterwork club, 
  masterwork Bal war clubNE, masterwork studded leather 
  armor, climber’s kit
  Boon A scout provide accurate directions to a site or 
  settlement within 50 miles, giving PCs a +5 circumstance 
  bonus to avoid becoming lost. Alternately, he can 
  reconnoiter a camp, lair, or settlement, providing 
  information on the numbers and types of creatures as 
  well as defenses such as walls, guard animals, or traps 
  found with a check of DC 20 or less.
  Confederacy scouts are mobile ranged troops capable 
  of peppering foes with arrows and then fading into the 
  undergrowth, only to appear again and again, wearing 
  down their foes with constant harassment. They also 
  specialize in treetop ambushes, stationing themselves 
  above a passing enemy and raining death from above.
  CONFEDERATE SHOCK TROOPER 
  CR 8
  XP 4,800
  Male enuka barbarian (breaker) 9
  CN Medium humanoid
  Init +2; Senses low-light vision; Perception +1
  DEFENSE
  AC 18, touch 11, flat-footed 16 (+ 5 armor, +2 Dex, +1 
  deflection, +2 natural, -2 rage)
  hp 118 (9d12+54)
  Fort +11, Ref +5, Will +6
  Defensive Abilities exoskeleton
  
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  OFFENSE
  Speed 30 ft.; climb 15 ft.
  Melee +1 Large greataxe +16/+11 (3d6+10/x3) or
  Large spiked gauntlet +15/+10 (1d6+6)
  Ranged mwk Large throwing axe +11 (1d8+6)
  Special Attacks battle scavenger +2, destructive 
  +4, massive, rage (23 rounds/day), rage powers 
  (groundbreaker, no escape, smasher, strength surge)
  TACTICS
  Base Statistics When not raging, the shock trooper has 
  AC 20, touch 13, flat-footed 18; hp 100; Fort +9, Will +4; 
  Melee +1 Large greataxe +13/+8 (3d6+7/x3); Ranged 
  mwk Large throwing axe +11 (1d8+4); Str 18, Con 16; 
  CMB +14; Skills Climb +17, Intimidate +10, Swim +9
  STATISTICS
  Str 22, Dex 14, Con 20, Int 6, Wis 12, Cha 6
  Base Atk +9; CMB +16; CMD 26
  Feats Extra MutationNE, Greater Sunder, Improved 
  Sunder, Intimidating Prowess, Power Attack
  Skills Acrobatics +9, Climb +19, Intimidate +12, Survival 
  +9, Swim +11
  Languages Common, Enuka
  SQ climbing spurs
  Combat Gear potion of bull’s strength, potion of cure 
  serious wounds; Other Gear +1 chain shirt, +1 Large 
  greataxe, Large spiked gauntlet, masterwork Large 
  throwing axes (3)
  Boon The shock trooper can assist PCs in purchasing 
  weapons and armor of unusual make, size, or materials 
  at a 10% discount. 
  There is no subtlety to Confederate shocktroopers. They 
  charge in at the vanguard of an attack, using their strength 
  and abilities to destroy weapons, shields, and enemies 
  alike. Their sudden, vicious assaults are meant to not 
  only destroy the enemy, but the enemy morale, breaking 
  formations and sending the foe running.
  CONFEDERATE SKYGUARD 
  CR 11
  XP 12,800
  Female human (Khymerion) ranger 12
  CG Medium humanoid
  Init +6; Senses  Perception +15
  DEFENSE
  AC 22, touch 14, flat-footed 18 (+ 4 armor, +4 Dex, +1 
  natural, +3 shield)
  hp 95 (9d10+24)
  Fort +11, Ref +13, Will +8
  Defensive Abilities evasion
  OFFENSE
  Speed 30 ft.
  Melee spirited charge with lance +16 (3d8+6/x3) or
  light mace +14/+9/+4 (1d6+2)
  Ranged +1 human bane composite shortbow 
  +18/+13/+8 (1d6+3/x3)
  Special Attacks favored enemy (human +6, caliban +4, 
  giant +2), quarry
  Ranger Spells Prepared (CL 9th; concentration +10)
  3rd - greater magic fang
  2nd - barkskin, cure light wounds
  1st - delay poison, entangle, speak with animals
  STATISTICS
  Str 14, Dex 18, Con 15, Int 10, Wis 12, Cha 8
  Base Atk +12; CMB +14; CMD 28
  Feats Endurance, Improved Initiative, Mounted 
  Archery, Mounted Combat, Mounted Shield, Mounted 
  Skirmisher, Ride-by Attack, Shield Focus, Spirited 
  Charge, Trick Riding, Weapon Focus (short composite 
  bow)
  Skills Climb +13, Handle Animal +14, Knowledge 
  (geography) +12, Knowledge (nature) +12,
  Perception +15, Ride +19, Stealth +15, Survival +15, 
  Swim +13
  Languages Common, Caliban, Giant
  Crown Council
  Reis Confederacy
  Crown Council
  CONFEDERACy SCOUt
  
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  SQ camouflage, favored terrain (jungle +4, mountain 
  +2), hunter’s bond (pteranodon
  animal companion), swift tracker, track +6, wild 
  empathy +11
  Combat Gear flask of alchemist’s fire (4), potion of cure 
  serious wounds, potion of levitate
  Other Gear +1 darkwood buckler, +1 human bane short 
  composite bow (+2  Str), +1 studded leather 
  armor, amulet of natural armor +1, cloak of resistance 
  +1, lance, light mace
  Boon The skyguard will transport a message, single 
  passenger, or cargo up to the weight of a Medium 
  humanoid to a destination of the PCs’ choice, up to 100 
  miles distant.
  The skyguard are an elite aerial unit, patrolling Confederacy 
  lands from high above the treetops. Their primary attack 
  is through missile fire on ground opponents, though they 
  can resort to diving charges as well, to devastating effect. 
  Transport of a single passenger or swift deliveries of vital 
  messages are also among their duties.
  COVENANt DAEMONSLAyERS
  Avowed foes of evil, the daemonslayers of the Sanguine 
  Covenant form a solid line of defense for the faithful of 
  Exodus against the sworn foes of the Sanguine Lord. Evil 
  outsiders, evil elementals, evil shape changers, and the 
  undead are all considered heretical by their very existence 
  and the daemonslayers devote themselves to the mission of 
  exterminating them wherever they are found.
  DAEMONSLAYER APPLICANT 
  CR 5
  XP 1,600
  Male human (Arman) inquisitor of Dhazvok 6
  LG Medium humanoid
  Init +6; Senses Perception +8
  DEFENSE
  AC 19, touch 10, flat-footed 19 (+ 9 armor)
  hp 43 (6d8+12)
  Fort +6, Ref +2, Will +7
  OFFENSE
  Speed 20 ft.
  Melee +1 spear +8 (1d8+4/x3) or
  morningstar +7 (1d8+3)
  Ranged heavy crossbow +4 (1d10/19-20)
  Special Attacks destruction judgment +3 (2/day), 
  destructive smite +3 (5/day)
  Spell-like Abilities (CL 6th; concentration +8)
  At will - detect chaos, detect evil, detect good, detect 
  law
  6 rounds/day - discern lies
  Inquisitor Spells Known (CL 6th; concentration +8)
  2nd (4/day) - castigate, cure moderate wounds, flames 
  of the faithful, ghostbane dirge
  1st (5/day) - forbid action, protection from evil, tireless 
  pursuit, wrath
  0 - acid splash, brand, detect magic, disrupt undead, 
  resistance, stabilize
  STATISTICS
  Str 16, Dex 10, Con 13, Int 10, Wis 14, Cha 12
  Base Atk +4; CMB +7; CMD 17
  Feats Cleave, Cleaving Finish, Coordinated Defense, 
  Duck and Cover, Improved Initiative, Power Attack 
  Skills Intimidate +13, Knowledge (planes) +9 (+11 
  on monster lore), Knowledge (religion) +9 (+11 on 
  monster lore), Perception +8, Ride +4, Sense Motive 
  +14, Survival +11 (+14 to track)
  Languages Common
  SQ bane (6 rounds/day), cunning initiative, monster 
  lore, solo tactics, stern gaze +3, track +3
  Combat Gear oil of bless weapon (2), potion of lesser 
  restoration, vials of holy water (2)
  Other Gear +1 spear, heavy crossbow and 10 bolts, 
  morningstar, masterwork full plate, manacles, silver 
  holy symbol
  Boon The applicant can secure the PCs a 10% discount 
  on a purchase of potions or scrolls from the church.
  Applicants are members of the Sanguine Covenant thought 
  to have the best combination of power, skill, and faith to 
  join the holy order of warriors devoted to the destruction of 
  daemons. Already sworn to the service of the Covenant and 
  versed in the appropriate martial, scholarly, and religious 
  training, these young hopefuls work to prove themselves 
  worthy of taking up the mantle of daemonslayer to further 
  serve the Sanguine Lord.
  DAEMONSLAYER 
  CR 8
  XP 4,800
  Female human (Arman) inquisitor of Laita 6/covenant 
  daemonslayer 3
  LN Medium humanoid
  Init +6; Senses  Perception +11
  DEFENSE
  AC 22, touch 10, flat-footed 22 (+9 armor, +3 shield)
  hp 81 (6d8+3d10+36)
  Fort +12, Ref +5, Will +11
  Defensive Abilities protection domain (+2 to saves), 
  protection judgment +2 (2/day); 
  SR 19 vs. mind-affecting spells and effects
  OFFENSE
  Speed 20 ft.
  Melee +1 morningstar +11/+6 (1d8+4) or
  cold iron handaxe +10/+5 (1d6+3/x3)
  Ranged mwk heavy crossbow +8 (1d10/19-20)
  Special Attacks favored enemy (evil outsiders) +2, 
  smite evil (+1 attack and AC, +3 damage)
  Spell-like Abilities (CL 6th; concentration +8)
  At will - detect chaos, detect evil, detect good, detect 
  law
  6 rounds/day - discern lies
  Inquisitor Spells Known (CL 6th; concentration +8)
  
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  2nd (4/day) - align weapon, cure moderate wounds, 
  resist energy, spiritual weapon
  1st (5/day) - forbid action, protection from evil, shield of 
  faith, wrath
  0 - brand, daze, detect magic, detect poison, resistance, 
  stabilize
  STATISTICS
  Str 16, Dex 10, Con 14, Int 10, Wis 14, Cha 12
  Base Atk +7; CMB +10; CMD 20
  Feats Attached SoulSC, Cleave, Coordinated Defense, 
  Improved Initiative, Lightning Reflexes, Power
  Attack, Shield Wall, Toughness
  Skills Intimidate +13, Knowledge (planes) +12 (+17 
  on monster lore), Knowledge (religion) +12 (+17 on 
  monster lore), Perception +11, Ride +9, Sense Motive 
  +14, Survival +11 (+14 to track)
  Languages Common
  SQ bane (6 rounds/day), cunning initiative, daemon 
  lore, resistant touch (5/day), solo tactics, stern gaze +3, 
  track +3
  Combat Gear antitoxin (2), potion of cure moderate 
  wounds (2), potion of bear’s endurance, vials of
  holy water (2); Other Gear +1 morningstar, cold iron 
  handaxe, masterwork heavy crossbow with 10
  bolts and 10 alchemical silver bolts, masterwork full 
  plate, +1 heavy steel shield, silver holy symbol
  Boon The daemonslayer will accompany the PCs for up 
  to three full days if they are on a mission that involves 
  fighting daemons.
  SPECIAL ABILITY
  Daemon Lore (Ex) The daemonslayer adds her class 
  level to any Knowledge skill for the purpose of monster 
  lore. 
  Daemonslayers are the manifestation of the Sanguine 
  Lord’s desire to expel the worst evils from the world. 
  Armed with potent arsenals of weapons, magic, and faith, 
  they hunt their prey. Sometimes they go about their holy 
  business alone. Other times they are part of a pair, trio, or 
  quartet of daemonslayers. Some will lead small groups 
  of applicants on missions, watching them in action to 
  determine whether they are worthy of joining the order.
  DAEMONSLAYER, PARAGON 
  CR 12
  XP 19,200
  Male human (Arman) paladin 8/covenant daemonslayer 
  5
  LG Medium humanoid
  Init +0; Senses  Perception +9
  DEFENSE
  AC 26, touch 12, flat-footed 25 (+ 11 armor, +3 shield, 
  +1 Dex, +1 deflection)
  hp 115 (13d10+39)
  Fort +13, Ref +7, Will +13
  Defensive Abilities divine grace, sworn duty; SR 23 vs. 
  daemon spells and spell-like abilities
  Immune charm, fear
  OFFENSE
  Speed 20 ft.
  Melee +1 evil outsider bane longsword +17/+12/+7 
  (1d8+4/19-20)
  Ranged mwk cold iron throwing axe +17 (1d6+3)
  Special Attacks channel positive energy (DC 17, 4d6 
  damage), smite evil (+3 to attack and AC, +13
  damage)
  Spell-like Abilities (CL 8th; concentration +9)
  At will - detect evil
  Paladin Spells Prepared (CL 5th; concentration +9)
  2nd - righteous vigor
  1st - bless weapon, divine favor
  STATISTICS
  Str 17, Dex 10, Con 14, Int 10, Wis 12, Cha 16
  Base Atk +13; CMB +15; CMD 25 (28 vs. bull rush and 
  overrun)
  Sanguine Covenant
  Reis Confederacy
  Crown Council
  DAEMONSLAyER
  
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  Feats Alignment Channel (evil), Cleave, Divine FlameSC, 
  Extra Channel, Extra Mercy, Power Attack, Shield 
  Expertise, Shield Focus
  Skills Diplomacy +9, Heal +8, Knowledge (religion) +9, 
  Knowledge (planes) +9, Perception +9, Ride +9,
  Sense Motive +13
  Languages Common
  SQ aura of good, divine bond (weapon +2), lay on 
  hands (4d6, 11/day [4 for channeling only]), mercies 
  (shaken, sickened, diseased)
  Combat Gear potion of speed, scroll of dispel evil, 
  silversheen (2) vials of holy water (4) 
  Other Gear +1 evil outsider bane longsword, masterwork 
  cold iron throwing axes (2), belt of giant strength +2, ring 
  of protection +1, scabbard of vigor, soul soap, healer’s kit
  Boon The paragon can commission a magic item to 
  be created for the PCs at a 20% discount, arrange a 
  meeting with a high church official, or have a raise dead 
  cast upon a dead PC for free.
  SPECIAL ABILITIES
  Daemon Lore (Ex) The daemonslayer adds her class 
  level to any Knowledge skill for the purpose of monster 
  lore. He can also make untrained Knowledge rolls for 
  the purpose of monster lore.
  Sworn Duty (Ex) The daemonslayer gains spell 
  resistance equal to 10 plus his character level.
  Paragons are the most prestigious members of their order, 
  shining examples of the achievements possible when solid 
  faith in the Sanguine Lord is applied with zeal and vigor. 
  Alone, these holy warriors are a match for all but the most 
  powerful daemons. Leading teams comprised of other 
  members of their order, they are nigh unstoppable.
  COVENANt PURIFIERS
  An order shrouded in secrecy and regarded with fear and 
  scorn by laypersons and members of the church alike, 
  the Purifiers disregard any stain on their pride in favor 
  of working for the greater glory of the Covenant. These 
  killers for the faith hide their identity in order to pursue the 
  enemies of the Covenant without fear of reprisal.
  PURIFIER, NOVITIATE 
  CR 4
  XP 1,200
  Female human (Arman) cleric of Koliav 2/rogue 3
  LN Medium humanoid
  Init +7; Senses  Perception +9
  DEFENSE
  AC 18, touch 13, flat-footed 15 (+ 4 armor, +2 Dex, +1 
  dodge, +1 shield)
  hp 43 (6d8+12)
  Fort +5, Ref +6, Will +5; +3 vs. mind-affecting spells 
  and abilities of daemons/opposing faiths
  Defensive Abilities evasion, trap sense +1
  OFFENSE
  Speed 30 ft.
  Melee mwk shortsword +7 (1d6/19-20)
  Ranged mwk shortbow +7 (1d6/x3)
  Special Attacks channel positive energy (DC 13, 1d6), 
  sneak attack +2d6, soften blows
  Domain Abilities (CL 2nd; concentration +3)
  4/day - bleeding touch (1d6 bleed for 1 round), copycat 
  (1 mirror image, 2 rounds)
  Cleric Spells Prepared (CL 2nd; concentration +3)
  1st - cause fearD, deathwatch, obscuring mist
  0 - bleed, detect magic, light, resistance
  STATISTICS
  Str 10, Dex 16, Con 12, Int 10, Wis 13, Cha 14
  Base Atk +3; CMB +3; CMD 16
  Feats Devoted CovenanterSC, Dodge, Improved 
  Initiative, Quick Draw, Weapon Finesse
  Skills Acrobatics +7, Bluff +10, Climb +7, Disable Device 
  +11, Escape Artist +8, Intimidate +5,
  Knowledge (religion) +5, Perception +8, Stealth +9
  Languages Common
  SQ aura, domains (death, trickery), rogue talent (finesse 
  rogue), trapfinding,
  Combat Gear vial of antiplague, vial of antivenom, 
  potion of cure moderate wounds, tanglefoot bag, 
  wand of inflict light wounds (50 charges), Other Gear 
  masterwork shortsword, masterwork shortbow and 20 
  arrows, +1 studded leather armor,  buckler, climbing kit, 
  masterwork thieves’ tools, silver holy symbol
  Boon A novitiate can provide information about the 
  suspected heretical activity of an NPC. This information 
  gives the PCs a +3 circumstance bonus to Bluff and 
  Intimidate checks made against the target for the next 
  24 hours.
  Novitiates are those servants of the Covenant who possess 
  enough zeal to seek a position as a Purifier. Willing to risk 
  personal reputation and pride for the greater glory of the 
  faith, they train and serve, and await the day when they 
  may don their masks and rise in service to the Sanguine 
  Lord.
  PURIFIER, ADHERENT 
  CR 7
  XP 3,200
  Male human (Arman) cleric of Svarog 2/rogue 3/
  covenant purifier 3
  LG Medium humanoid
  Init +7; Senses ; Perception +11
  DEFENSE
  AC 20, touch 14, flat-footed 16 (+ 4 armor, +3 Dex, +1 
  dodge, +2 shield)
  hp 56 (8d8+16)
  Fort +6, Ref +7, Will +8; +3 vs. mind-affecting spells 
  and abilities of daemons and enemy divine casters
  Defensive Abilities evasion, trap sense +1
  
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  OFFENSE
  Speed 30 ft.
  Melee +1 light mace +9 (1d6/19-20) or
  mwk dagger +9 (1d4/18-20)
  Ranged mwk light crossbow +9 (1d8/19-20)
  Special Attacks channel positive energy (DC 13, 
  1d6+2), sneak attack +3d6, soften blows, sun’s blessing,
  vow of death +2
  Domain Abilities (CL 3rd; concentration +5)
  5/day - fire bolt (+8 ranged touch, 1d6+1)
  Cleric Spells Prepared (CL 3rd; concentration +5)
  2nd - heat metal D, remove paralysis, spiritual weapon
  1st - bless, burning handsD, divine favor, obscuring mist
  0 - detect magic, guidance, light, resistance
  STATISTICS
  Str 8, Dex 16, Con 12, Int 12, Wis 14, Cha 14
  Base Atk +5; CMB +4; CMD 17
  Feats Devoted CovenanterSC, Dodge, Improved 
  Initiative, Quick Draw, Undead SlayerSC, Weapon Finesse
  Skills Acrobatics +14, Bluff +10, Climb +10, Disable 
  Device +14, Escape Artist +14, Intimidate +10,
  Knowledge (religion) +10, Perception +11, Stealth +14
  Languages Common
  SQ aura, domains (fire, sun), rogue talent (finesse 
  rogue), secret identity, trapfinding,
  vow of obedience
  Combat Gear potion of cure moderate wounds, potion 
  of lesser restoration, vials of antiplague (2), vials of 
  holy water (4); Other Gear +1 light mace, masterwork 
  dagger, masterwork light crossbow and 10 bolts, +1 
  studded leather armor, +1 buckler, pearl of power (1st), 
  purifier maskSC, climbing kit, masterwork thieves’ tools
  Boon A Purifier adherent may capture a targeted 
  heretic alive and deliver him to the PCs so they may 
  question the individual prior to handing him over to 
  the church, or obtain holy water and symbols for PCs at 
  a 30% discount.
  SPECIAL ABILITIES
  Secret identity (Su) Whenever the purifier appears in 
  public, he wears a mask to conceal his true identity. 
  He gains a sacred bonus equal to his class level to any 
  check or roll that could reveal his identity. If forced to 
  reveal his identity through magic, the purifier is entitled 
  to an immediate saving throw to negate the effect.
  Soften blows (Ex) When a purifier wields a light 
  weapon, he may use it to inflict non-lethal damage 
  without taking the -4 penalty.
  Vow of obedience (Ex) A purifier is oath-bound to 
  speak only the truth to any prelate. Failure to do so 
  results in the immediate loss of all class abilities until 
  the purifier receives an atonement spell.
  Adherents are proven members of the Purifiers, ready to 
  be called to whatever mission the Archprelate may bestow 
  upon them. Whether individually or in groups, the sight of 
  these masked killers is a certain sign that heresy is afoot, 
  and that it will soon be brought to heel. In the privacy of 
  their section of the Sanguine Cathedral, adherents are the 
  primary instructors for the novitiates seeking to join the 
  order.
  PURIFIER, BLADE OF THE FAITH  
  CR 11
  XP 12,800
  Female human (Arman) cleric of Dhazvok 2/rogue 3/
  covenant purifier 7
  LG Medium humanoid
  Init +11; Senses  Perception +12
  DEFENSE
  AC 21, touch 15, flat-footed 16 (+ 4 armor, +4 Dex, +1 
  dodge, +2 shield)
  hp 82 (12d8+24)
  Fort +7, Ref +8, Will +10; +3 vs. mind-affecting spells 
  and abilities of daemons and enemy divine casters
  Defensive Abilities evasion, trap sense +1
  Sanguine Covenant
  Reis Confederacy
  Crown Council
  ADHERENt PURIFIER
  
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  OFFENSE
  Speed 30 ft.
  Melee +2 short sword +14/+9 (1d4+6/18-20)
  Ranged mwk light crossbow +13 (1d8/19-20)
  Special Attacks channel positive energy (DC 13, 1d6), 
  sneak attack +5d6, soften blows, vow of death +4
  Domain Abilities (CL 5th; concentration +7)
  5/day - destructive smite (+1 damage), strength surge 
  (+1)
  Cleric Spells Prepared (CL 5th; concentration +7)
  3rd - magic vestmentD, searing light
  2nd - bear’s endurance, lesser restoration, shatterD, 
  spiritual weapon 
  1st - bless, divine favor, doom, hide from undead, true 
  strikeD 
  0 - detect magic, light, guidance, read magic 
  STATISTICS
  Str 12, Dex 18, Con 12, Int 9, Wis 14, Cha 14
  Base Atk +8; CMB +9; CMD 22
  Feats Devoted CovenanterSC, Dodge, Fanatical 
  CovenanterSC, Greater Weapon Finesse, Improved 
  Initiative, Quick Draw, Weapon Finesse
  Skills Acrobatics +17, Bluff +13, Climb +11 , Disable 
  Device +19 , Escape Artist +14 , Intimidate +12 ,
  Knowledge (religion) +8, Perception +12 , Stealth +15 
  Languages Common
  SQ aura, domains (destruction, war), quick strike 1, 
  rogue talent (finesse rogue), secret identity,
  trapfinding, vow of service
  Combat Gear potion of haste, potion of shield of faith 
  +3, vial of antitoxin, vials of antiplague (2), vials of holy 
  water (4); Other Gear +2 shortsword, masterwork light 
  crossbow with 10 alchemical silver bolts and 10 cold 
  iron bolts, +1 studded leather armor, +1 buckler, belt 
  of incredible dexterity +2, purifier maskSC, climber’s kit, 
  masterwork thieves’ tools
  Boon The blade of the faith may pay a visit to an NPC 
  and apply a veiled threat. For the next 24 hours Bluff 
  or Intimidate checks against that target have a +10 
  circumstance bonus.
  SPECIAL ABILITIES
  Quick strike (Su) The purifier gains a +4 sacred bonus 
  to initiative. 
  Secret identity (Su) When the purifier appears in 
  public, she wears a mask to conceal her true identity. 
  She gains a sacred bonus equal to her class level to 
  any check or roll that could reveal her identity. If forced 
  to reveal her identity through magic, the purifier is 
  entitled to an immediate saving throw to negate the 
  effect.
  Soften blows (Ex) When a purifier wields a light 
  weapon, she may use it to inflict non-lethal damage 
  without taking the -4 penalty.
  Swift death (Ex) The purifier can increase her speed 
  by +10 feet per round for a number of minutes equal 
  to the purifier’s class level. When doing so the purifier 
  takes a -4 penalty to AC.
  Vow of death (Su) When given a target to capture or 
  eliminate, you gain a +2 sacred bonus to attack and 
  weapon damage rolls against that target. This bonus 
  increases by 2 at 6th and 10th level. The target must 
  be given to you by a prelate and requires a ten minute 
  ceremony during which the purifier’s vow of death is 
  blessed by the prelate.
  Vow of obedience (Ex) A purifier is oath-bound to 
  speak only the truth to any prelate. Failure to do so 
  results in the immediate loss of all class abilities until 
  the purifier receives an atonement spell.
  The Purifiers known as Blades of the Faith have the 
  reputation for having laid many heretics to rest in their 
  lifetimes. They are some of the most skilled and deadly 
  members of their order. They are called upon to deal with 
  the most difficult heretics and enemies of the faith that 
  come to the attention of the Archprelate. Their decorated 
  masks are readily known to friend and foe alike.
  DOMINION KHALID ASAD
  The elite force of the Dominion, it is important to note that 
  the Khalid Asad serve the Dominion itself, rather than the 
  ruling khagan. For the good of the state, they would rise 
  up and strike down their leader, should his actions prove 
  harmful to the people he rules. The Khalid Asad stand in 
  the defense of the Dominion against all threats, both within 
  and without their borders.
  ASAD JAWR 
  CR 4
  XP 1,200
  Male human (Cordellian) mobile fighter 5
  LN Medium humanoid
  Init +7; Senses Perception +4
  DEFENSE
  AC 20, touch 13, flat-footed 17 (+ 6 armor, +3 Dex, +1 
  shield)
  hp 42 (5d10+10)
  Fort +6, Ref +4, Will +1; +1 vs. paralysis, slow, and 
  entangle effects
  Defensive Abilities agility +1
  OFFENSE
  Speed 30 ft.
  Melee mwk glaive +8 (1d10+3/x3) or mwk scimitar +8 
  (1d6+2/18-20)
  Ranged mwk chakram +9 (1d8+2)
  Special Attacks leaping attack
  
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  STATISTICS
  Str 14, Dex 17, Con 14, Int 12, Wis 10, Cha 8
  Base Atk +5; CMB +7; CMD 20
  Feats Blind-Fight, Combat Reflexes, Fleet (x2), Improved 
  Initiative, Quick Draw, Step-Up
  Skills Acrobatics +4, Disguise +5, Perception +4, 
  Profession (poison maker) +7, Stealth +4
  Languages Common, Qijomi
  SQ armor training 1
  Combat Gear black adder venom (2 doses), potions of 
  cure light wounds (2), vials of antitoxin (2); Other Gear 
  masterwork chakram, masterwork glaive, masterwork 
  scimitar, masterwork agile breastplate, masterwork 
  light steel quickdraw shield, disguise kit
  Boon A jawr can join the PCs as a man-at-arms for a 
  10% share of the treasure.
  Those Dominion warriors that are accepted for training 
  into the ranks of the Khalid Asad have a difficult road 
  ahead of them. They are given the title “jawr,” meaning 
  “cub.” They are treated as children until such time as they 
  prove themselves worthy. Only then are they seen to have 
  grown from cub to lion, and allowed the title of Khalid 
  Asad. Their treatment during training can be distressing, 
  and often the jawr seek opportunities to prove themselves 
  (and take out their frustrations on anyone outside the 
  Khalid Asad that dare insult them.
  KHALID ASAD WARRIOR 
  CR 7
  XP 3,200
  Male human (Cordellian) mobile fighter 6/khalid asad 2
  LN Medium humanoid
  Init +8; Senses Perception +8
  DEFENSE
  AC 22, touch 14, flat-footed 18 (+ 7 armor, +4 Dex, +1 
  shield)
  hp 56 (2d8+6d10+16)
  Fort +8, Ref +6, Will +3; +2 vs. paralysis, slow, and 
  entangle effects
  Defensive Abilities agility +2; SR 23
  OFFENSE
  Speed 30 ft.
  Melee +1 falcata +10/+5 (1d8+3/19-20, x3)
  Ranged mwk chakram +12/+7 (1d8+2)
  Special Attacks disruptive attack +2, leaping attack, 
  sneak attack +1d6
  STATISTICS
  Str 14, Dex 18, Con 14, Int 12, Wis 10, Cha 8
  Base Atk +7; CMB +9; CMD 23
  Feats Blind-Fight, Combat Reflexes, Exotic Weapon 
  Proficiency (falcata), Fleet (x2), Improved Initiative, 
  Quick Draw, Step-Up, Vital Strike
  Skills Acrobatics +11, Disguise +8, Perception +8, 
  Profession (poison maker) +9, Spellcraft +8, Stealth +10
  Languages Common, Qijomi
  SQ armor training 1
  Combat Gear elixir of fire breath, potion of cure moderate 
  wounds, large scorpion venom (2 doses); Other Gear +1 
  falcata, masterwork chakram (2), +1 agile breastplate, 
  masterwork light darkwood quickdraw shield, disguise 
  kit
  Boon A Khalid Asad can join the PCs in a single combat 
  against an enemy spellcaster.
  SPECIAL ABILITIES
  Disruptive Attack (Ex) The Khalid Asad adds his class 
  level to any caster level and concentration checks he 
  forces on others. This penalty is applied whenever a 
  spell caster is threatened in melee.
  Spell Resistance (Su) The Khalid Asad gains spell 
  resistance of 15 plus level.
  The Khalid Asad warriors are fierce opponents against 
  any foe of the Dominion, but have special training against 
  enemy spellcasters. They have excellent reflexes, allowing 
  them to close quickly with casting opponents. They are 
  skilled in recognizing enemy spells, and are able to take 
  Dominion
  Caneus Empire
  e Covenant
  Section Omega
  Or
  ASAD JAWR
  
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  any opportunity to strike should a foe lower their guard, 
  even if they step away from combat. Combined with their 
  resistance to magic, their abilities are enough to strike fear 
  into enemy casters, or at least healthy respect.
  KHALID ASAD PRIDE LEADER 
  CR 10
  XP 9,600
  Female human (Cordellian) mobile fighter 6/khalid 
  asad 5
  LN Medium humanoid
  Init +8; Senses  Perception +8
  DEFENSE
  AC 23, touch 14, flat-footed 19 (+ 8 armor, +4 Dex, +1 
  shield)
  hp 82 (5d8+6d10+22)
  Fort +9, Ref +9, Will +5; +2 vs. paralysis, slow, and 
  entangle effects
  Defensive Abilities agility +2; SR 26
  OFFENSE
  Speed 30 ft.
  Melee +1 falcata +12/+7 (1d8+4/17-20, x3)
  Ranged mwk chakram +14/+10 (1d8+3)
  Special Attacks dazing attack (DC 15), disruptive attack 
  +5, leaping attack, sneak attack +2d6, stunning attack 
  (DC 15, 5 rounds)
  STATISTICS
  Str 16, Dex 18, Con 14, Int 12, Wis 10, Cha 8
  Base Atk +9; CMB +11; CMD 25
  Feats Blind-Fight, Combat Reflexes, Critical Focus, 
  Exotic Weapon Proficiency (falcata), Fleet (x2), Improved 
  Critical (falcata), Improved Initiative, Quick Draw, Step-
  Up, Vital Strike
  Skills Acrobatics +13, Disguise +8, Knowledge (arcana) 
  +10, Perception +8, Profession (poison maker) +9,
  Spellcraft +10, Stealth +12, Use Magic Device +8
  Languages Common, Qijomi
  SQ armor training 1
  Combat Gear potion of fly, wand of magic missile (CL 
  5th; 32 charges), large scorpion venom (2 doses); Other 
  Gear +1 falcata, masterwork chakram (2), +2 agile 
  breastplate, belt of giant strength +2, masterwork light 
  darkwood quickdraw shield, disguise kit
  Boon A Khalid Asad pride leader can speak well of the 
  PCs to citizens of the Dominion. For the next week, 
  any Dominion citizen who recognizes them will have a 
  starting attitude of friendly towards the PCs. 
  SPECIAL ABILITIES
  Dazing Attack (Ex) When a spell caster fails a caster 
  level or concentration check because of the Khalid 
  Asad, the spell caster must make a Fortitude Save with 
  a DC of 10 plus the Khalid Asad’s class level or be dazed 
  for one round.
  Disruptive Attack (Ex) The Khalid Asad adds his class 
  level to any caster level and concentration checks he 
  forces on others. This penalty is applied whenever a 
  spell caster is threatened in melee.
  Spell Resistance (Su) The Khalid Asad gains spell 
  resistance of 15 plus level.
  Stunning Attack (Ex) When a spell caster fails a caster 
  level or concentration check because of the Khalid 
  Asad, the spellcaster must make a Fortitude Save with a 
  DC of 10 plus the Khalid Asad’s class level or be stunned 
  for a five rounds.
  Each unit of Khalid Asad is overseen by a pride leader. 
  These deadly warriors are highly thought of throughout 
  the Dominion and greatly esteemed by their troops.  A 
  pride leader with several assembled Khalid Asad under her 
  command is a fearsome sight, especially at the vanguard of 
  a Dominion Army supported by Wyrdcasters.
  DOMINION WyRDCAStERS
  The Dominion gives rise to the wyrdcasters, spellcasters 
  with the ability to manipulate fate, at a cost. The ability to 
  be trained in this tradition resides in the blood. Only those 
  from approved genealogies that show signs of the talent 
  are taught its mysterious ways.
  WYRD APPRENTICE 
  CR 3
  XP 800
  Female human (Cordellian) sorcerer 4
  N Medium humanoid
  Init +2; Senses Perception +5
  DEFENSE
  AC 13, touch 12, flat-footed 11 (+ 1 armor, 2 Dex)
  hp 25 (4d6+8)
  Fort +3, Ref +3, Will +4
  Resistance fire 10
  OFFENSE
  Speed 30 ft.
  Melee mwk dagger +2 (1d4-1/19-20)
  Ranged light crossbow +4 (1d8/19-20)
  Bloodline Spell-like Abilities (CL 4th; concentration 
  +10)
  6/day - elemental ray (30 ft. ranged touch +4, 1d6+2 
  fire)
  Sorcerer Spells Known (CL 4th; concentration +10)
  2nd (4/day) - fire breath (DC 15)
  1st (6/day) - burning hands (DC 14), comprehend 
  languages, flare burst (DC 14), shield
  0 - arcane mark, detect magic, flare, read magic, 
  resistance, spark
  Bloodline primal (fire)
  STATISTICS
  Str 8, Dex 14, Con 14, Int 13, Wis 10, Cha 16
  Base Atk +2; CMB +1; CMD 13
  Feats Combat Casting, Spell Penetration, Wyrd BloodNE
  
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  Skills Knowledge (arcana) +9, Knowledge (nobility) +6, 
  Perception +5, Spellcraft +9
  Languages Common, Qijomi
  SQ bloodline arcana
  Combat Gear potion of cure moderate wounds, wand of 
  scorching ray (10 charges); Other Gear bracers of armor 
  +1, masterwork dagger, light crossbow and 10 bolts
  Boon A wyrdcaster apprentice can gain the PCs an 
  audience with a higher-ranked wyrdcaster, or provide a 
  free 1st level scroll or potion.
  Apprenticing in the ways of the Wyrd is only possible if 
  one shows an inborn talent for it. Wyrdcasters keep track 
  of the bloodlines that show such promise and recruit 
  from them those who show, through testing, the proper 
  inclinations. Sorcerers are likely candidates, as their magic 
  already resides in them by virtue of their blood.
  WYRDCASTER NOVICE 
  CR 6
  XP 2,400
  Male human (Cordellian) sorcerer 6/wyrdcaster 1
  LN Medium humanoid
  Init +2; Senses  Perception +7
  DEFENSE
  AC 13, touch 13, flat-footed 11 (+ 1 deflection, +2 Dex)
  hp 41 (7d6+14)
  Fort +4, Ref +4, Will +6
  OFFENSE
  Speed 30 ft.
  Melee masterwork kukri +3 (1d4-1/18-20) 
  Ranged masterwork light crossbow +5 (1d8/19-20)
  Special Attacks wyrd technique (augment precision), 
  metamagic adept
  Sorcerer Spells Prepared (CL 6th; concentration 
  +13)
  3rd (4/day) - fly
  2nd (6/day) - acid arrow, invisibility, resist energy
  1st (7/day) - expeditious retreat, gravity bow, identify, 
  shield, shocking grasp
  0 - dancing lights, daze, detect magic, mage hand, 
  message, read magic, touch of fatigue
  Bloodline arcane
  STATISTICS
  Str 8, Dex 14, Con 14, Int 13, Wis 10, Cha 16
  Base Atk +3; CMB +2; CMD 14
  Feats Combat Casting, Empower Spell, Improved Wyrd 
  BloodNE, Spell Penetration, Wyrd BloodNE
  Skills Fly +10, Knowledge (arcana) +11, Knowledge 
  (nobility) +11, Linguistics +6, Perception +7, Spellcraft 
  +11
  Languages Common, Gavean, Nasian, Qijomi, 
  Sorcerous
  SQ arcane bond (masterwork kukri), bloodline arcana
  Combat Gear potion of cure moderate wounds, scroll of 
  mirror image, scroll of summon swarm, wand of lightning 
  bolt (9 charges); Other Gear ring of protection +1, 
  masterwork kukri, masterwork light crossbow and 20 
  bolts
  Boon A wyrdcaster novice can identify up to five 
  magic items for the PCs, or make the same number of 
  Knowledge skill checks for them, or any combination 
  of the two.
  SPECIAL ABILITIES
  Augment Precision (Su) The wyrdcaster may reroll a 
  single spell’s attack roll. Using this technique lowers 
  the wyrdcaster’s AC by the spell level for a number of 
  rounds equal to the spell level.
  Wyrdcaster novices are formidable spellcasters in their 
  own right, but have just begun to explore the mysteries 
  of the Wyrd. Despite their low status among Wyrdcasters, 
  they are well respected by the citizens of the Dominion.
  WyRD APPRENtICE
  Dominion
  Caneus Empire
  e Covenant
  Section Omega
  Or
  
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  WYRDCASTER SAVANT 
  CR 9
  XP 6,400
  Female human (Cordellian) conjurer 5/wyrdcaster 5
  LG Medium humanoid
  Init +2; Senses Perception +7
  DEFENSE
  AC 14, touch 13, flat-footed 12 (+1 deflection, + 2 Dex, 
  +1 natural armor)
  hp 58 (10d6+20)
  Fort +5, Ref +5, Will +9
  Defensive Abilities arcane health, wyrd technique 
  (drain arcane reserve)
  OFFENSE
  Speed 30 ft.
  Melee +1 kukri +4 (1d4/18-20) 
  Ranged masterwork light crossbow +7 (1d8/19-20)
  Special Attacks increase caster level, summoner’s 
  charm
  Spell-like Abilities (CL 9th, concentration +17)
  6/day - acid dart (30 ft. ranged touch +6, 1d6+5 acid)
  Wizard Spells prepared (CL 9th, concentration +17)
  5th - acidic spray (DC 19), summon monster V
  4th - dimension door, stoneskin, summon monster IV
  3rd - dispel magic, fly, fireball (DC 16), shifting sand (DC 
  16), stinking cloud (DC 17)
  2nd - fox’s cunning, protection from arrows, scorching 
  ray, stone call, web, whispering wind
  1st - endure elements, identify, mage armor, magic 
  missile, obscuring mist, shield
  0 - acid splash, detect magic, light, mage hand, read 
  magic
  STATISTICS
  Str 8, Dex 14, Con 14, Int 17, Wis 10, Cha 13
  Base Atk +4; CMB +3; CMD 15
  Feats Combat Casting, Greater Spell Penetration, 
  Improved Wyrd BloodNE, Iron Will, Scribe Scroll, Spell 
  Focus (conjuration), Spell Penetration, Wyrd BloodNE, 
  Wyrd VisionsNE
  Skills Appraise +13, Fly +12, Knowledge (arcana) +13, 
  Knowledge (history) +13, Knowledge (nobility) +13,
  Knowledge (planes ) +13, Knowledge (geography) + 
  13, Perception +7, Spellcraft +13, Use Magic Device +11
  Languages Common, Gavean, Nasian, Qijomi, 
  Sorcerous
  SQ arcane bond (+1 kukri), wyrd technique (arcane 
  synergy), opposition schools (illusion, necromancy)
  Combat Gear potion of cure moderate wounds, scrolls 
  of blink, comprehend languages, mount, protection from 
  energy; Other Gear amulet of natural armor +1, ring of 
  protection +1, +1 kukri, masterwork light crossbow and 
  10 bolts, spellbook
  Boon A wyrdcaster savant can use her abilities to divine 
  the possibility of success of some future endeavor of 
  the PCs. Alternately, she can sell them arcane scrolls at 
  a 30% discount.
  SPECIAL ABILITIES
  Arcane Health (Su) The wyrdcaster can sacrifice spell 
  slots to gain temporary hit points. For each spell 
  level sacrificed, the wyrdcaster gains a number of 
  temporary hit points equal to her wyrdcaster level. 
  These temporary hit points may only be used to absorb 
  spell damage. Cantrips may not be used that way. The 
  temporary hit points disappear when the wyrdcaster 
  rests or if she falls below zero hit points. This ability can 
  be used once a day.
  Arcane Synergy (Ex) The wyrdcaster adds her class 
  level when determining benefits of her other arcane 
  class for effects based on level only. She does not gain 
  any new abilities from the other class.
  Drain Arcane Reserve (Su) The wyrdcaster may 
  activate the Arcane Health ability as an immediate 
  action when she falls below zero hit points to drain a 
  number of hit points from her arcane health to bring 
  her back up to zero hit points and stabilize herself. The 
  wyrdcaster cannot use this technique again for an hour.
  Increase Caster Level (Su) The Wyrdcaster fills her 
  body with energy to increase her casting power. She 
  may increase her caster level for the next spell she 
  casts by up to half her class level. However, she takes 
  Constitution damage equal to the spell level, and she is 
  exhausted for a number of rounds equal to the level of 
  the spell cast. The drawback expires with the exhausted 
  condition, but the Constitution damage remains until it 
  is healed.
  Wyrdcaster savants have delved deep into the mysteries 
  of the Wyrd. While they do not have full mastery of its 
  powers, they have learned much and hold positions of 
  authority within their cabal as well as the Dominion. Their 
  ability to receive visions and power to call elementals to 
  aid them make them powerful additions to the Dominion 
  military forces.
  IMPERIAL APOtHECARIES
  Apothecaries are greatly admired and sought after in 
  Koryth for their healing talents. They travel throughout 
  Imperial lands, selling their services wherever they are 
  needed. Many are attached to the Imperial army. The Janus 
  horde covets the abilities of the apothecaries, and captures 
  them whenever possible, taking them home to serve in 
  their own lands.
  GALLIPOT 
  CR 2
  XP 600
  Male human (Nasian) alchemist (apothecary) 3
  LN Medium humanoid
  Init +2; Senses Perception +7
  DEFENSE
  AC 15, touch 12, flat-footed 13 (+ 3 armor, +2 Dex)
  
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  hp 23 (3d8+6)
  Fort +4, Ref +5, Will +2; +2 vs. poison
  Defensive Abilities poison resistance +2
  OFFENSE
  Speed 30 ft.
  Melee mwk dagger +2 (1d4-1/19-20) or
  crowsbeakNE +1 (1d6-1) 
  Ranged mwk light crossbow +4 (1d8/19-20)
  Special Attacks bomb (+5 ranged touch, 2d6 fire, 8/
  day)
  Alchemist Formulae Known (CL 3rd, concentration 
  +6)
  1st (4/day) - ant haul, comprehend languages, cure light 
  wounds, enlarge person, keen senses, shield, touch of the 
  sea
  STATISTICS
  Str 8, Dex 14, Con 12, Int 17, Wis 13, Cha 10
  Base Atk +2; CMB +1; CMD 13
  Feats Brew Potion, Extra Bomb, Throw Anything, 
  Toughness
  Skills Craft (alchemy) +9, Heal +9, Knowledge (arcana) 
  +9, Knowledge (nature) +9, Perception +7, Spellcraft 
  +9, Survival +7
  Languages Common, Cavian, Gavean, Nasian, Qijomi
  SQ discovery (infusion), healing salve 2d6, poison use, 
  swift healer
  Combat Gear potions of cure light wounds (2); Other 
  Gear masterwork dagger, masterwork light crossbow 
  and 10 bolts, crowsbeakNE, masterwork studded leather 
  armor, alchemist’s kit, portable alchemist’s lab, formula 
  book, healer’s kit
  Boon Gallipots can provide potions and alchemical 
  items at a 10% discount.
  SPECIAL ABILITIES
  Healing salve (Su) By mixing magical extracts, an 
  apothecary may heal a living subject for 1d6 points for 
  each 1d6 of his bomb damage. Each use of a healing 
  salve counts as a use of a bomb. This replaces an 
  alchemist’s mutagen ability.
  Swift Healer (Ex) An apothecary may give potions 
  or healing salves to others as a move action. An 
  apothecary can use a healing salve on himself as a swift 
  action. This replaces the alchemist’s swift poisoning 
  ability.
  So-called for the glazed pots they use to carry their 
  medicines and salves, gallipots are usually novice or 
  journeyman apothecaries serving more skilled members of 
  their profession. Occasionally one will be found working 
  alone in a small village or backwater, as local residents are 
  happy to have such skills available.
  FIELD APOTHECARY 
  CR 5
  XP 1,600
  Female human (Nasian) alchemist (apothecary) 6
  LN Medium humanoid
  Init +2; Senses Perception +10
  DEFENSE
  AC 16, touch 12, flat-footed 14 (+ 4 armor, +2 Dex)
  hp 41 (6d8+12)
  Fort +7, Ref +8, Will +4; +4 vs. poison
  Defensive Abilities poison resistance +4
  OFFENSE
  Speed 30 ft.
  Melee crowsbeakNE +3 (1d6-1) 
  Ranged +1 light crossbow +7 (1d8+1/19-20)
  Special Attacks bomb (+6 ranged touch, 3d6 fire or 
  dispel magic, 14/day)
  Alchemist Formulae Known (CL 6th; concentration 
  +10)
  2nd (4/day) - cat’s grace, cure moderate wounds, lesser 
  restoration
  MAStER APOtHECARy
  Janus 
  Dominion
  Imperial Alliance
  Phoenix G
  Section Omega
  Order of Kaga
  
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  18
  1st (5/day) - ant haul, cure light wounds, endure 
  elements, expeditious retreat, keen senses, polypurpose 
  panacea, shield, true strike
  STATISTICS
  Str 8, Dex 14, Con 12, Int 18, Wis 13, Cha 10
  Base Atk +4; CMB +3; CMD 15
  Feats Brew Potion, Extra Bomb, Extra Discovery, Throw 
  Anything, Toughness
  Skills Appraise +13, Craft (alchemy) +14, Disable Device 
  +11, Heal +12, Knowledge (arcana) +13,
  Knowledge (nature) +13, Perception +10, Spellcraft 
  +13, Survival +10, Use Magic Device +9
  Languages Common, Balite, Cavian, Gavean, Nasian, 
  Qijomi
  SQ discoveries (enhance potion, dispelling bomb, 
  infusion), healing salve 3d6, poison use, swift healer
  Combat Gear potions of cure light wounds (2), potion of 
  lesser restoration, potion of protection from evil; Other 
  Gear +1 light crossbow and 10 bolts, crowsbeakNE, 
  masterwork chain shirt, cloak of resistance +1, alchemist’s 
  kit, portable alchemist’s lab, formula book, healer’s kit
  Boon A field apothecary can provide potions and 
  alchemical items at a 20% discount, or grant PCs 
  one-time access to the quartermaster, where they may 
  purchase mundane equipment or magical weapons 
  and armor at a 10% discount.
  SPECIAL ABILITIES
  Healing salve (Su) By mixing magical extracts, an 
  apothecary may heal a living subject for 1d6 points for 
  each 1d6 of her bomb damage. Each use of a healing 
  salve counts as a use of a bomb. This replaces an 
  alchemist’s mutagen ability.
  Swift Healer (Ex) An apothecary may give potions 
  or healing salves to others as a move action. An 
  apothecary can use a healing salve on herself as a swift 
  action. This replaces the alchemist’s swift poisoning 
  ability.
  Field apothecaries are attached to the Imperial military, 
  their services purchased to keep the men and women of the 
  army in fighting condition. In times of peace they reside in 
  local garrisons tending to training injuries and illnesses. In 
  times of war, they establish field hospitals behind the front 
  lines, doing triage as needed, or head into the battle with 
  the troops as field medics. Their other alchemical talents 
  serve them well on the battlefield, and they can defend 
  themselves and others capably if necessary.
  MASTER APOTHECARY 
  CR 9
  XP 6,400
  Male human (Nasian) alchemist (apothecary) 10
  LG Medium humanoid
  Init +2; Senses ; Perception +15
  DEFENSE
  AC 18, touch 12, flat-footed 16 (+ 6 armor, +2 Dex)
  hp 69 (10d8+20)
  Fort +8, Ref +9, Will +7
  Immune poison
  OFFENSE
  Speed 30 ft.
  Melee mwk dagger +7/+2 (1d4-1/19-20) 
  Ranged +1 light crossbow +10 (1d8+1/19-20)
  Special Attacks bomb (+9 ranged touch, 5d6 cold, fire, 
  or dispel magic, 17/day), swift poisoning
  Alchemist Formulae Known (CL 10th; concentration 
  +14)
  4th (2/day) - cure critical wounds, restoration
  3rd (4/day) - arcane sight, cure serious wounds, 
  protection from energy
  2nd (5/day) -  cat’s grace, cure moderate wounds, lesser 
  restoration
  1st (6/day) -  ant haul, cure light wounds, endure 
  elements, expeditious retreat, keen senses, polypurpose 
  panacea, shield, true strike
  STATISTICS
  Str 8, Dex 14, Con 12, Int 18, Wis 14, Cha 10
  Base Atk +7; CMB +6; CMD 19
  Feats Brew Potion, Extra Bomb, Extra Discovery, Iron 
  Will, Skill Focus: Craft (alchemy), Throw Anything,
  Toughness
  Skills Appraise +17, Craft (alchemy) +23, Disable Device 
  +15, Heal +17, Knowledge (arcana) +17, Knowledge 
  (nature) +17, Perception +15, Spellcraft +17, Survival 
  +15, Use Magic Device +13
  Languages Common, Balite, Cavian, Gavean, Nasian, 
  Qijomi
  SQ discoveries (enhance potion, dispelling bomb, fast 
  bombs, frost bomb, infusion, sticky poison), 
  healing salve 5d6, poison use, swift healer
  Combat Gear greenblood oil (2 doses), potions of 
  gaseous form and lesser restoration, wand of web (15 
  charges); Other Gear +1 light crossbow and 10 bolts, 
  masterwork dagger, +2 chain shirt, cauldron of brewing, 
  alchemist’s kit, portable alchemist’s lab, formula book, 
  healer’s kit
  Boon A master apothecary can provide a letter of 
  introduction to a noble, general, or sage. This NPC’s 
  starting attitude will automatically be friendly toward 
  the PCs, and they will have a +2 circumstance bonus on 
  Diplomacy checks made for that NPC.
  SPECIAL ABILITIES
  Healing salve (Su) By mixing magical extracts, an 
  apothecary may heal a living subject for 1d6 points for 
  each 1d6 of her bomb damage. Each use of a healing 
  salve counts as a use of a bomb. This replaces an 
  alchemist’s mutagen ability.
  Swift Healer (Ex) An apothecary may give potions 
  or healing salves to others as a move action. An 
  apothecary can use a healing salve on herself as a swift 
  
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  action. This replaces the alchemist’s swift poisoning 
  ability.
  Master apothecaries are in great demand and have the 
  freedom to choose whom to serve. Some take positions 
  as personal physicians to the nobility. Others are officers 
  in charge of military hospitals. Those who enjoy teaching 
  their craft take positions as instructors at the university in 
  Aremyhk. Whatever path they choose, master apothecaries 
  enjoy respect and admiration throughout the Koryth.
  IMPERIAL JANNISARIES
  Members of a monastic order devoted to universal peace, 
  Janissaries travel wherever there is conflict, using their 
  psychic abilities and diplomatic skills to resolve issues and 
  end adversity. While devoted to peace, they are also highly 
  trained martial artists and can handily defend themselves 
  if necessary. Their mission is held in high regard by the 
  populace at large, but most find their psychic powers 
  disturbing.
  JANISSARY INTERMEDIARY 
  CR 5
  XP 1,600
  Female human (Nasian) monk ( janissary) 6
  LG Medium humanoid
  Init +2; Senses Perception +12
  DEFENSE
  AC 18, touch 17, flat-footed 15 (+1 armor, +2 Dex, +1 
  dodge, +4 monk)
  hp 42 (6d8+12)
  Fort +6, Ref +7, Will +8; +2 vs. enchantment
  Defensive Abilities evasion, mind over magic +3, still 
  mind
  Immune disease
  OFFENSE
  Speed 50 ft.
  Melee unarmed strike +6 (1d8+2) or unarmed strike 
  flurry of blows +6/+6/+1 (1d8+2) or butterfly staffNE +6 
  (1d8+3/x3) or butterfly staffNE flurry of blows +6/+6/+1 
  (1d8+3/x3) 
  Ranged mwk light crossbow +7 (1d8+1/19-20)
  Special Attacks stunning fist (6/day, DC 16, fatigued)
  Spell-Like Ability (CL 6th, concentration +9)
  1/day - charm person (DC 16)
  STATISTICS
  Str 15, Dex 14, Con 12, Int 10, Wis 16, Cha 8
  Base Atk +4; CMB +8; CMD 23
  Feats Dodge, Extra Ki, Improved Disarm, Intimidating 
  Prowess, Mobility, Skill Focus (Intimidate)
  Skills Acrobatics +11, Escape Artist +11, Intimidate 
  +10, Perception +12, Sense Motive +12, Stealth +11
  Languages Common, Nasian
  SQ command truce, fast movement, ki pool (8 points, 
  magic), maneuver training, psionic training
  Combat Gear potion of cure moderate wounds, 
  tanglefoot bag, thunderstones (2); Other Gear bracers 
  of armor +1, cloak of resistance +1, butterfly staffNE, 
  masterwork light crossbow and 10 bolts
  Boon The janissary intermediary can use her command 
  truce ability to allow PCs the chance to approach 
  enemies without combat in order to speak with them. 
  In addition, she can use charm person to gain additional 
  cooperation.
  SPECIAL ABILITIES
  Psionic Training (Su and Sp) The janissary’s psionic 
  training gives her a psionic aura that unnerves 
  non-sentient beings. Creatures with an intelligence of 
  2 or less avoid the Janissary. She has a permanent -4 
  penalty to Handle Animal checks, but a +4 bonus to 
  Intimidate checks against such creatures. This training 
  allows the Janissary to cast charm person once per day. 
  This ability replaces the bonus feat at first level.
  Janus 
  Dominion
  Imperial Alliance
  Phoenix G
  Section Omega
  Order of Kaga
  JANISSARy INtERMEDIARy
  
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  Mind over Magic (Su) The janissary may spend one 
  ki point to add a +3 insight bonus to any saving throw 
  she is required to make. She must declare her intention 
  before making the roll. This replaces the Slow Fall 
  ability.
  Command Truce (Su) Once per day, by spending a ki 
  point and making an Intimidate check (DC equal to 10 
  + highest level opponent + leader’s Wisdom modifier 
  + 1 for every 5 opponents involved in the struggle), 
  the janissary may impose a truce between fighting 
  parties. This ability has no effect on creatures with an 
  Intelligence of 2 or less. Intelligent non-humanoids 
  increase the DC by 5. This truce lasts for one minute 
  but is broken if the janissary or any member of her 
  party pulls a weapon, casts a spell or does anything 
  that might be considered threatening. Once active, 
  the janissary may continue it by spending another ki 
  point; such use does not allow another saving throw. 
  During the truce, both sides are considered unfriendly, 
  but unwilling to start hostilities. This replaces a monk’s 
  high jump ability.
  Small-scale disturbances will normally acquire the 
  attention of a Janissary of the rank of intermediary. While 
  they have the ability to force truce upon combatants, they 
  will normally attempt standard diplomacy before resorting 
  to their powers. They understand the qualms others have 
  about their abilities and wish to end disputes with a 
  minimal amount of anxiety on the part of those involved. 
  That said, their dedication to peace means they will use 
  any and all means necessary to resolve conflict.
  JANISSARY INTERCEDENT 
  CR 9
  XP 6,400
  Male human (Nasian) monk (janissary) 10
  LG Medium humanoid
  Init +6; Senses Perception +12
  DEFENSE
  AC 20, touch 19, flat-footed 17 (+2 Dex, +1 deflection, 
  +1 dodge, +5 monk, +1 natural)
  hp 69 (10d8+20)
  Fort +8, Ref +9, Will +10; +2 vs. enchantment
  Defensive Abilities improved evasion, mind over 
  magic +5, still mind
  Immune disease
  OFFENSE
  Speed 60 ft.
  Melee unarmed strike +10/+5 (1d10+3/19-20) or 
  unarmed strike flurry of blows +11/+11/+6/+6 
  (1d10+3/19-20) or +1 telescopic staffNE +11/+6 (1d8+4) 
  or +1 telescopic staffNE flurry of blows +12/+12/+7/+7 
  (1d8+4) 
  Ranged mwk light crossbow +10 (1d8+1+1d6 
  nonlethal/19-20)
  Special Attacks flurry of blows, stunning fist (10/day, 
  DC 18, fatigued, sickened)
  Spell-Like Ability (CL 10th, concentration +13)
  2/day - charm person (DC 18)
  STATISTICS
  Str 16, Dex 14, Con 12, Int 10, Wis 16, Cha 8
  Base Atk +7; CMB +13; CMD 27
  Feats Dodge, Extra Ki (x2), Improved Critical (unarmed 
  strike), 
  Improved 
  Disarm, 
  Improved 
  Initiative, 
  Intimidating Prowess, Mobility, Skill Focus (Intimidate)
  Skills Acrobatics +15, Escape Artist +15, Intimidate 
  +21, Knowledge (history) +11, Perception +12,
  Sense Motive +16, Stealth +11
  Languages Common, Nasian
  SQ command truce, fast movement, ki pool (12 points, 
  lawful, magic), maneuver training, psionic training, 
  wholeness of body
  Combat Gear feather token (whip), potions of cure 
  moderate wounds (2), owl’s wisdom, tanglefoot bag;
  Other Gear amulet of natural armor +1, ring of jumping, 
  ring of protection +1, +1 telescopic staffNE, masterwork 
  heavy crossbow and 10 +1 merciful bolts, message 
  bottle
  Boon The janissary intercedent can use his command 
  truce ability to allow PCs the chance to approach 
  enemies without combat in order to speak with them. 
  In addition, he can use charm person to gain additional 
  cooperation. Should negotiation fail, the janissary will 
  assist the PCs in combat.
  SPECIAL ABILITIES
  Psionic Training (Su and Sp) The janissary’s psionic 
  training gives her a psionic aura that unnerves non-
  sentient beings. Creatures with an intelligence of 2 or 
  less avoid the Janissary. She has a permanent -4 penalty 
  to Handle Animal checks, but a +4 bonus to Intimidate 
  checks against such creatures. This training allows the 
  Janissary to cast charm person twice per day. This ability 
  replaces the bonus feat at first level.
  Mind over Magic (Su) The janissary may spend one ki 
  point to add a +5 insight bonus to any saving 
  throw she is required to make. She must declare her 
  intention before making the roll. This replaces the Slow 
  Fall ability.
  Command Truce (Su) Once per day, by spending a ki 
  point and making an Intimidate check (DC equal to 
  10 + highest level opponent + leader’s Wisdom modifier 
  + 1 for every 5 opponents involved in the struggle), 
  the janissary may impose a truce between fighting 
  parties. This ability has no effect on creatures with an 
  Intelligence of 2 or less. Intelligent non-humanoids 
  increase the DC by 5. This truce lasts for one minute 
  but is broken if the janissary or any member of her 
  party pulls a weapon, casts a spell or does anything 
  that might be considered threatening. Once active, 
  the janissary may continue it by spending another ki 
  
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  21
  point; such use does not allow another saving throw. 
  During the truce, both sides are considered unfriendly, 
  but unwilling to start hostilities. This replaces a monk’s 
  high jump ability.
  If the involvement of an intermediary is not enough to end 
  a conflict, then the Janissaries send in an intercedent. These 
  Janissaries have greater ability to force peace, and a greater 
  martial skill should combat be unavoidable. Intercedents 
  are normally reserved for larger scale conflicts, like 
  feuding nobles or border skirmishes.
  JANISSARY, FINAL ARBITER 
  CR 14
  XP 38,400
  Male human (Nasian) monk (janissary )15
  LN Medium humanoid
  Init +6; Senses Perception +15
  DEFENSE
  AC 24, touch 22, flat-footed 20 (+ 2 armor, +1 deflection, 
  +3 Dex, +1 dodge, +7 monk)
  hp 101 (15d8+30)
  Fort +10, Ref +11, Will +12; +2 vs. enchantment
  Defensive Abilities improved evasion, mind over 
  magic +7, still mind
  Immune disease, poison; SR 25
  OFFENSE
  Speed 80 ft.
  Melee unarmed strike +14 (2d6+3/19-20 plus 
  1d6 cold) or unarmed strike flurry of blows 
  +16/+16/+11/+11/+6/+6 (2d6+3/19-20 plus 1d6 
  cold) or +1 ki focus adamantine telescopic staffNE +15 
  (1d8+4/19-20) or +1 ki focus adamantine telescopic 
  staffNE flurry of blows +17/+17/+12/+12/+7/+7 
  (1d8+4/19-20)
  Ranged mwk light crossbow +15 (1d8/19-20)
  Special Attacks flurry of blows, quivering palm (DC 
  21) stunning fist (15/day, DC 21, fatigued, sickened, 
  staggered)
  Spell-Like Ability (CL 15th, concentration +18)
  3/day - charm person (DC 21)
  STATISTICS
  Str 16, Dex 16, Con 12, Int 10, Wis 19, Cha 8
  Base Atk +11; CMB +18; CMD 35
  Feats Bleeding Critical, Critical Focus, Dodge, Extra 
  Ki (x3), Improved Critical (unarmed strike), Improved 
  Disarm, Improved Initiative, Intimidating Prowess, 
  Medusa’s Wrath, Mobility, Skill Focus (Intimidate)
  Skills Acrobatics +21, Escape Artist +21, Intimidate 
  +20, Knowledge (history) +13, Perception +15, Sense 
  Motive +21, Stealth +16
  Languages Common, Nasian
  SQ abundant step, command truce, fast movement, 
  ki pool (16 points, lawful, magic), maneuver training, 
  psionic training, wholeness of body
  Combat Gear dust of illusion, potions of bear’s 
  endurance, cure serious wounds, haste; Other Gear +1 
  ki focus adamantine telescopic staffNE, masterwork light 
  crossbow and 10 bolts, amulet of mighty fists (frost), 
  belt of incredible dexterity +2, bracers of armor +2, brooch 
  of shielding, cloak of resistance +1, headband of inspired 
  wisdom +2, ring of protection +1
  Boon The janissary final arbiter can use his command 
  truce ability to allow PCs the chance to approach 
  enemies without combat in order to speak with them. 
  In addition, he can use charm person to gain additional 
  cooperation. Should negotiation fail, the janissary will 
  assist the PCs in combat. Alternately, he can use his 
  influence to gain the PCs audience with a high-ranking 
  Imperial Alliance official and provide a +4 bonus on 
  Charisma-based skill checks during the meeting.
  SPECIAL ABILITIES
  Psionic Training (Su and Sp) The janissary’s psionic 
  training gives her a psionic aura that unnerves 
  non-sentient beings. Creatures with an intelligence of 
  2 or less avoid the Janissary. She has a permanent -4 
  penalty to Handle Animal checks, but a +4 bonus to 
  Intimidate checks against such creatures. This training 
  allows the Janissary to cast charm person three times 
  per day. This ability replaces the bonus feat at first level.
  Mind over Magic (Su) The janissary may spend one 
  ki point to add a +7 insight bonus to any saving throw 
  she is required to make. She must declare her intention 
  before making the roll. This replaces the Slow Fall 
  ability.
  Command Truce (Su) Once per day, by spending a ki 
  point and making an Intimidate check (DC equal to 10 
  + highest level opponent + leader’s Wisdom modifier 
  + 1 for every 5 opponents involved in the struggle), 
  the janissary may impose a truce between fighting 
  parties. This ability has no effect on creatures with an 
  Intelligence of 2 or less. Intelligent non-humanoids 
  increase the DC by 5. This truce lasts for one minute 
  but is broken if the janissary or any member of her 
  Janus 
  Dominion
  Imperial Alliance
  Phoenix G
  Section Omega
  Order of Kaga
  
  NeoExodus chronicles:
  usual suspects
  22
  party pulls a weapon, casts a spell or does anything 
  that might be considered threatening. Once active, 
  the janissary may continue it by spending another ki 
  point; such use does not allow another saving throw. 
  During the truce, both sides are considered unfriendly, 
  but unwilling to start hostilities. This replaces a monk’s 
  high jump ability.
  For the most persistent or violent conflicts, or for lesser 
  conflicts that somehow persist despite prior visits by lesser 
  members of the order, a Final Arbiter is sent in. These 
  masters are not as compassionate as their brethren and will 
  often be more coercive in their attempts to win peace.  Use 
  of their quivering palm technique on the leader of one side 
  of the conflict in order to force peace is always an option.
  IMPERIAL MEN-At-ARMS
  The elite force of the Imperial Alliance, these are tough, 
  well-trained warriors. They provide a solid line of defense 
  against those enemies that threaten the well-being of 
  citizenry: the Janus Horde, marauding calibans, and enemy 
  nations. 
  RECRUIT 
  CR 2
  XP 600
  Male human (Nasian) fighter 3
  LN Medium humanoid
  Init +2; Senses Perception +1
  DEFENSE
  AC 19, touch 11, flat-footed 18 (+ 7 armor, +1 Dex, +1 
  shield)
  hp 30 (3d10+9)
  Fort +3, Ref +1, Will +3; +1 vs. fear
  Defensive Abilities bravery +1
  OFFENSE
  Speed 20 ft.
  Melee mwk halberd +6 (1d10+3/x3) or mwk longsword 
  +7 (1d8+2/19-20)
  STATISTICS
  Str 15, Dex 13, Con 16, Int 8, Wis 12, Cha 10
  Base Atk +3; CMB +5; CMD 16
  Feats Cleave, Iron Will, Power Attack, Quick Draw, 
  Weapon Focus (longsword)
  Skills Climb +2, Ride +1, Swim +2
  Languages Common, Nasian
  SQ armor training 1
  Combat Gear potions of cure light wounds (2); Other 
  Gear masterwork halberd, masterwork longsword, 
  masterwork banded mail, masterwork light steel 
  quickdraw shield
  Boon The recruit can procure non-magical weapons 
  and armor for the PCs at a 10% discount.  Alternately, 
  he can provide the PCs with insightful information 
  about a particular dignitary or senate functionary, 
  granting a +2 circumstance bonus on Bluff, Diplomacy, 
  or Intimidate checks made against that particular NPC.
  Drawn from veterans of the regular army, these recruits 
  are put through grueling tests of ability, strength, skill, 
  and loyalty in order to weed out the weak of mind, body, 
  and spirit. Once the undesirables have been weeded out, 
  the rest continue through advanced training until their 
  instructors deem them worthy of swearing into the ranks 
  of the Imperial Men-at-Arms.
  IMPERIAL TROOPER 
  CR 5
  XP 1,600
  Female human (Nasian) fighter 5/imperial man-at-arms 
  1
  LN Medium humanoid
  Init +2; Senses Perception +1
  DEFENSE
  AC 22, touch 11, flat-footed 21 (+ 9 armor, +1 Dex, +2 
  shield)
  hp 56 (6d10+18)
  Fort +8, Ref +2, Will +3; +1 vs. fear
  Defensive Abilities bravery +1
  OFFENSE
  Speed 20 ft.
  Melee +1 longsword +12/+7 (1d8+4/19-20) 
  Ranged javelin +7/+3 (1d6+3)
  Special Attacks weapon training (heavy blades +1)
  STATISTICS
  Str 16, Dex 13, Con 16, Int 8, Wis 12, Cha 10
  Base Atk +6; CMB +9; CMD 20
  Feats Cleave, Improved Iron Will, Iron Will, Power Attack, 
  Quick Draw, Weapon Focus (longsword), Weapon 
  Specialization (longsword)
  Skills Climb +5, Ride +3, Stealth +5, Swim +5
  Languages Common, Nasian
  SQ armor training 1, armored stealth, imperial battle 
  training
  Combat Gear potion of cure moderate wounds, 
  bloodblock (2 doses), vials of antitoxin (2); Other Gear 
  +1 longsword, 6 javelins, full plate, masterwork heavy 
  steel shield
  Boon The trooper can deliver a message from the PCs 
  to the Imperial Senate, or gain them an audience with 
  a senator. The senator’s starting attitude will be friendly.
  SPECIAL ABILITIES
  Armored Stealth (Ex) When making Stealth checks, an 
  imperial man-at-arms lowers her armor check penalty 
  by half her class level (minimum 0).
  Imperial Battle Training (Ex) The imperial man-at-
  arms add her class level to her fighter levels to qualify 
  for feats or prestige class requirements.
  The rank and file of the Imperial Men-at-Arms, these elite 
  troopers server wherever needed. Some stand guard over 
  
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  the Imperial Senate, watchful for assassins or political 
  agitators. Others are sent to the borders to bolster troops in 
  areas where great threats arise. The morale boost of their 
  presence alone can be enough to turn the tide.
  IMPERIAL OFFICER 
  CR 9
  XP 6,400
  Male human (Nasian) fighter 5/imperial man-at-arms 5
  LN Medium humanoid
  Init +2; Senses Perception +9
  DEFENSE
  AC 24, touch 11, flat-footed 23 (+ 10 armor, +1 Dex, +3 
  shield)
  hp 100 (10d10+40)
  Fort +11, Ref +6, Will +5; +1 vs. fear, +5 vs. compulsion/
  mind-affecting
  Defensive Abilities bravery +1, force of will, no failure 
  allowed, undying loyalty
  OFFENSE
  Speed 20 ft.
  Melee +1 longsword +16/+11 (1d8+5/19-20) or mwk 
  heavy mace +14/+9 (1d8+3) 
  Ranged mwk heavy crossbow +13 (1d10/19-20)
  Special Attacks weapon training (heavy blades +1)
  STATISTICS
  Str 16, Dex 14, Con 16, Int 8, Wis 12, Cha 10
  Base Atk +10; CMB +13; CMD 25
  Feats Cleave, Great Cleave, Greater Weapon Focus 
  (longsword), Improved Iron Will, Iron Will,
  Power Attack, Quick Draw, Shield Wall, Toughness, 
  Weapon Focus (longsword), Weapon Specialization 
  (longsword)
  Skills Acrobatics +10, Climb +11, Disguise +8, 
  Perception +9, Ride +10, Sleight of Hand +10, Stealth 
  +10, Swim +11
  Languages Common, Nasian
  SQ armor training 1, armored stealth, brother in arms, 
  commanding aura, imperial battle training
  Combat Gear oil of magic weapon (3), potions of 
  bull’s strength, cure serious wounds, vial of antivenom; 
  Other Gear +1 longsword, masterwork heavy 
  mace, masterwork heavy crossbow and 10 bolts, 10 
  adamantine bolts, +1 full plate, +1 heavy steel shield, +1 
  cloak of resistance, scabbard of vigor, heavy horse (war 
  trained), military saddle
  Boon The imperial officer can use his influence and 
  reputation to give a +1 bonus to a PC’s Leadership 
  score for 1 month to recruit followers.
  SPECIAL ABILITIES
  Armored Stealth (Ex) When making Stealth checks, an 
  imperial man-at-arms lowers her armor check  penalty 
  by half her class level (minimum 0).
  Brother in Arms (Ex) The imperial man-at-arms is 
  assumed to have the necessary teamwork feat to allow 
  an ally to use that feat. The man-at-arms does not gain 
  any benefit from the feat.
  Commanding Aura (Ex) The imperial man-at-
  arms is given authority over any Imperial Alliance 
  representative. The man-at-arms adds his class level to 
  any roll to influence Imperial Alliance representatives.
  Force of Will (Su) When the imperial man-at-arms falls 
  below 0 hit points, he is staggered – instead of disabled 
  or unconscious – if he succeeds at a Will save DC 15 +1 
  for each negative hit point (e.g. at -5 hit points he must 
  make a DC 20 Will save every round to avoid falling 
  unconscious).
  Imperial Battle Training (Ex) The imperial man-at-
  arms add her class level to her fighter levels to qualify 
  for feats or prestige class requirements.
  No Failure Allowed (Ex) The imperial man-at-arms 
  adds his class level to any Will save against compulsion 
  and mind-affecting effects.
  Undying Loyalty (Su) When the imperial man-at-arms 
  falls to negative hit points equal to his Constitution 
  score, he can make a Will save DC 20 + 1 per negative 
  hit point to fight for a number of rounds equal to his 
  class level. After that time, the imperial man-at-arms 
  dies. If he receives a raise dead or similar spell while 
  keeping up Undying Loyalty, the spell does not require 
  spell components.
  Paramount amongst the Imperial Men-at-Arms are the 
  officers. Gaining rank by virtue of their valor, skill, and 
  loyalty, these pinnacles of the elite are often commanders 
  on the battlefield. They lead their brothers and sisters 
  into battle, or command the lines of defense against the 
  oncoming foe. Where one Man-at-Arms alone can be 
  a mighty obstacle, a unit working together under the 
  auspices of an officer can be near impossible to defeat.
  Janus 
  Dominion
  Imperial Alliance
  Phoenix G
  Section Omega
  Order of Kaga
  
  NeoExodus chronicles:
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  24
  JANUS HORDE bERSERKERS
  While the bulk of the Janus Horde is comprised of serfs, its 
  strength comes from the fearsome berserkers that exist in 
  its ranks. Swift kalisan footmen move at the forefront of the 
  hordes. Mounted warriors can swiftly attack in devastating 
  charges, and then withdraw before a counterattack can be 
  organized. Those carrying the divine fires of battle inspire 
  the other members of the hordes to greater ferocity. These 
  berserkers are inspire the fear of the barbarian hordes in 
  civilized nations.
  HORDE VANGUARD 
  CR 2
  XP 600
  Male kalisan barbarian (wild rager) 3
  CE Medium humanoid
  Init +2; Senses Perception +8
  DEFENSE
  AC 14, touch 10, flat-footed 12 (+ 4 armor, +2 Dex, -2 
  rage)
  hp 37 (3d12+12)
  Fort +7, Ref +3, Will +4
  Defensive Abilities trap sense +1
  OFFENSE
  Speed 40 ft.
  Melee mwk greataxe +9 (1d12+7/x3) and bite +3 
  (1d4+2) or mwk greataxe wild fighting +7/+7 (1d12+7/
  x3) and bite +3 (1d4+2)
  Special Attacks rage (10 rounds/day), rage power 
  (animal fury), wild fighting
  TACTICS
  Base Statistics When not raging, the horde vanguard 
  has AC 16, touch 12, flat-footed 14; hp 31;
  Fort +5, Will +2; Melee mwk greataxe +7 (1d12+4/x3); 
  Ranged mwk shortbow +5 (1d6/x3); Str 17, Con 14; 
  CMB +6
  Wild rager When using the wild rager ability, the horde 
  vanguard has AC 12, touch 8, flat-footed 10
  STATISTICS
  Str 21, Dex 15, Con 18, Int 8, Wis 12, Cha 8
  Base Atk +3; CMB +8; CMD 20
  Feats Power Attack, Weapon Focus (greataxe)
  Skills Perception +7, Ride +8, Survival +7
  Languages Common, Caliban
  SQ fast movement, wild rager
  Combat Gear potion of cure light wounds, flasks of 
  alchemist’s fire (2); Other Gear masterwork greataxe,
  masterwork shortbow and 20 arrows, masterwork 
  chain shirt
  Boon Vanguards can alert the PCs to an oncoming 
  horde, allowing them to avoid contact with it. 
  Alternately, they could safely conduct the PCs to the 
  horde’s leader for an audience.
  The vanguard of a horde often consists of kalisan 
  barbarians, running swiftly ahead of the advancing mob. 
  They are swift and fearsome foes, attacking with wild 
  abandon and able to inflict massive damage not only to 
  the bodies of the enemy, but to their morale as well. They 
  will not hesitate to cannibalize a fallen enemy. Civilized 
  folk often think Sametians to be little better than animals. 
  In the case of these members of the hordes, they are not 
  far off the mark.
  HORDE CHARGER 
  CR 5
  XP 1,600
  Male human (Sametian) barbarian (mounted fury) 6
  CN Medium humanoid
  Init +1; Senses Perception +9
  DEFENSE
  AC 16, touch 9, flat-footed 15 (+ 7 armor, +1 Dex, -2 
  rage)
  hp 75 (6d12+30)
  Fort +10, Ref +3, Will +5
  Defensive Abilities trap sense +2
  OFFENSE
  Speed 20 ft.
  Melee +1 lance +12/+7 (1d8+6/x3) or +1 lance spirited 
  charge +14 (3d8+18/x3) 
  Ranged mwk composite shortbow +8/+3 (1d6+1/x3)
  Special Attacks rage (17 rounds/day), rage powers 
  (ferocious mount, ferocious trample, surprise accuracy 
  +2)
  TACTICS
  Base Statistics When not raging, the horde vanguard 
  has AC 18, touch 11, flat-footed 17; hp 63;
  Fort +8, Will +3; Melee +1 lance +10/+5 (1d8+4/x3) or 
  +1 lance spirited charge +12 (3d8+12/x3); 
  Ranged mwk composite shortbow +8 (1d6+1/x3); Str 
  16, Con 16; CMB +9
  STATISTICS
  Str 20, Dex 13, Con 20, Int 10, Wis 12, Cha 8
  Base Atk +6; CMB +11; CMD 22
  Feats Mounted Combat, Power Attack, Ride-By Attack, 
  Spirited Charge
  Skills Acrobatics +9, Handle Animal +9, Perception +9, 
  Ride +9
  Languages Common
  SQ bestial mount (light horse, combat trained), fast 
  rider
  Combat Gear potions of cat’s grace, cure light wounds 
  (2), tanglefoot bag; Other Gear +1 lance, masterwork 
  composite shortbow (+1 Str) and 20 arrows, +1 
  chainmail, military saddle
  Boon Chargers can allow PCs to pass unmolested by 
  the horde. They can also join in an assault on a 
  group of humanoids or a creature for 10% of the loot.
  
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  These are the elite cavalry of the hordes. Both the warriors 
  and their mounts build up a great fury before charging into 
  battle, running down infantry and crashing into enemy 
  cavalry with great enthusiasm. Often they will single out 
  an individual or smaller enemy unit, cut them off from 
  their allies, and proceed to destroy them, riding off before 
  their enemies have a chance to retaliate. 
  WAR SPUR 
  CR 8
  XP 4,800
  Female dalrean barbarian 6/oracle 2/rage prophet 1
  N Medium humanoid plant
  Init +2; Senses darkvision 60 ft.; Perception +5
  DEFENSE
  AC 16, touch 11, flat-footed 14 (+ 4 armor, +1 deflection, 
  +2 Dex, +1 natural, -2 rage)
  hp 101 (2d8+1d10+6d12+42)
  Fort +10, Ref +3, Will +7; -4 vs. environmental effects
  Defensive Abilities improved uncanny dodge, trap 
  sense +2; Immune mind-affecting effects
  Weakness temperature vulnerability
  OFFENSE
  Speed 15 ft.
  Melee +1 battleaxe +9/+4 (1d8+5/x3) and thorns +9 
  (1d6+4) or +1 battleaxe +9/+4 (1d8+5/x3) and mwk 
  light hammer +9 (1d4+4)
  Ranged mwk short composite bow +9/+4 (1d6+2/x3) 
  or mwk light hammer +9 (1d4+4)
  Special Attacks rage (17 rounds/day), rage powers 
  (moment of clarity, powerful blow, renewed vigor)
  Spell-like Abilities (CL 1st, concentration +4)
  1/day - dancing lights, ghost sound (DC 13), mage hand
  Oracle Spells Known (CL 2nd, concentration +5)
  1st (6/day) - cure light wounds, enlarge person, 
  murderous command (DC 14), remove fear
  0 - bleed, guidance, resistance, stabilize, virtue
  TACTICS
  Base Statistics When not raging, the war spur has AC 18, 
  touch 13, flat-footed 16; hp 83;
  Fort +8, Will +5; Melee +1 battleaxe +8/+3 (1d8+4/x3) 
  and thorns +8 (1d6+2) or +1 battleaxe +8/+3 (1d8+4/
  x3) and mwk light hammer +8 (1d4+2); Str 15, Con 14; 
  CMB +9
  STATISTICS
  Str 19, Dex 15, Con 18, Int 8, Wis 8, Cha 16
  Base Atk +7; CMB +11; CMD 22
  Feats Double Slice, Power Attack, SpellbudNE, ThornsNE, 
  Two-Weapon Fighting
  Skills Acrobatics +6, Intimidate +14, Knowledge 
  (religion) +7, Perception +5, Ride +8, Survival +7
  Languages Common
  SQ bioluminescence, fast movement, mystery (battle), 
  oracle’s curse (lame), revelation (battlecry) savage seer, 
  spirit guide, spellbud (cure light wounds), sunlight 
  sustenance, wildkin
  Combat Gear elixir of tumbling, scrolls of bless, bull’s 
  strength, cure serious wounds
  Other Gear +1 battleaxe, masterwork light hammers 
  (2), amulet of natural armor +1, ring of protection +1, 
  masterwork chain shirt, light horse (combat trained), 
  military saddle
  Boon A war spur can lead an assault on a location, 
  group, or individual of the PCs’ choosing, taking 20% 
  of the loot for themselves, or send a pair of chargers in 
  her place.
  SPECIAL ABILITIES
  Bioluminescence The dalrean can cause any part of his 
  body to glow at will, giving off light as a torch.
  Humanoid Plant The dalrean is treated as both 
  humanoid and plant for the purposes of effects that 
  target a specific type of creature. The dalrean is not 
  immune to poison, paralysis, or stunning, but they 
  Janus Horde
  Imperial Alliance
  Phoenix Guard
  Order of Kaga
  HORDE CHARGER
  
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  26
  are immune to all mind-affecting effects (charms, 
  compulsions, morale effects, patterns, and phantasms).
  Spellbud The Dalrean can grow and generate a bloom 
  that holds a spell. She can place up to a 3rd level spell 
  into a spellbud. The process takes eight hours, during 
  which time the dalrean must not be interrupted. A 
  spellbud can be removed from the dalrean, but must 
  be used within 1d4+1 rounds or the spellbud withers 
  and the spell is wasted. Only the dalrean can activate 
  it. A spellbud can be activated as a full-round action 
  that does not provoke attacks of opportunity. The spell 
  counts as a Silent, Still spell without affecting the spell 
  level
  Sunlight Sustenance The dalrean does not eat food, 
  but must consume water like all living things. As long 
  as she receives at least six hours of sunlight per day, the 
  dalrean requires only ¼ the water a normal humanoid 
  would. A dalrean deprived of adequate sunlight for 
  more than two days at a time becomes fatigued until 
  it gets at least six hours of sunlight. If it does not get 
  sunlight for more than a week, it becomes exhausted 
  until it gets at least six hours of sunlight. A one hour 
  exposure to a daylight spell will fulfill a dalrean’s daily 
  needs.
  Temperature Vulnerability The dalrean has a -4 
  penalty to Fortitude saves vs. environmental effects.
  Thorns (Ex) Thorny spikes protrude from the dalrean’s 
  body and joints, giving her a jagged profile and making 
  her dangerous to grapple. The dalrean is considered 
  to have armor spikes, even while wearing armor. This 
  ability replaces stability.
  Wildkin A dalrean has a +2 racial bonus on Survival 
  checks.
  While dalreans have no real concept of religion, the 
  spiritual world is a strange and impenetrable thing. 
  On occasion, those dalreans who join the Horde find 
  themselves filled with the spirit of battle. The rage twists 
  them physically, producing gnarled and thorny versions of 
  the plant people, and providing them with a drive to see 
  to the spiritual needs of the hordes, goading them on to 
  greater feats in battle. Thus are born the War Spurs.
  JANUS HORDE FIStS  
  OF tHE DRAGON
  Other great assets of the Sametian hordes are those warriors 
  that draw their strength from the blood of dragons. These 
  followers of the Cult of the Dragon gain great powers 
  from their sanguinary practices. Fists of the Dragon are 
  respected and admired amongst the hordes.
  EMERALD FIST 
  CR 3
  XP 800
  Male human (Sametian) barbarian (fist of the dragon) 4
  NE Medium humanoid
  Init +1; Senses Perception +8
  DEFENSE
  AC 15, touch 9, flat-footed 14 (+ 6 armor, +1 Dex, -2 
  rage)
  hp 52 (4d12+20)
  Fort +8, Ref +2, Will +3
  Defensive Abilities draconic resistance, uncanny 
  dodge; Resist acid 4
  OFFENSE
  Speed 40 ft.
  Melee mwk greatsword +11 (2d6+9 plus 1 
  acid/19-20) 
  Ranged mwk short composite bow +5 (1d6+2/x3)
  Special Attacks rage (12 rounds/day), rage powers 
  (draconic wrath, guarded life)
  TACTICS
  Base Statistics When not raging, the emerald fist has AC 
  17, touch 11, flat-footed 17; hp 44;
  Fort +6, Will +1; Melee mwk greatsword +9 (2d6+6/19-
  20); Str 18, Con 14; CMB +8; Climb +7, Swim +7
  STATISTICS
  Str 22, Dex 13, Con 18, Int 10, Wis 12, Cha 8
  Base Atk +4; CMB +10; CMD 21
  Feats Cleave, Draconic Bloodline (green)NE, Power 
  Attack
  Skills Acrobatics +5, Climb +9, Perception +7, Ride +7, 
  Survival +8, Swim +9
  Languages Common
  SQ blood of dragons, fast movement
  Combat Gear potion of cure moderate wounds; Other 
  Gear masterwork greatsword, masterwork short 
  composite bow (+2 Str), masterwork breastplate, light 
  horse (combat trained), military saddle
  Boon An emerald fist can use his reputation to provide 
  the PCs with influence in dealings with other barbarians. 
  For one week they receive a +2 bonus on all social skills 
  when dealing with people from the Janus horde.
  SPECIAL ABILITIES
  Blood of Dragons (Ex) The fist of the dragon adds his 
  class level to his draconic bloodline to determine his 
  bloodline powers. If the fist does not have a sorcerer 
  level or has chosen another bloodline, this ability has 
  no effect. If the fist of the dragon takes a level of dragon 
  disciple, his levels stack. Similarly, a Fist of the Dragon 
  adds his draconic bloodline sorcerer levels or dragon 
  disciple levels to his class level for any level dependent 
  ability.
  Emerald fists are a fearsome sight: their skin reflects 
  a shimmering green and acid coats their bared blades, 
  curling off in foul vapors into the air. While not possessing 
  the magical abilities of other fists, these warriors use the 
  
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  power invested in them from their blood-drinking rites to 
  vicious effect.
  BLAZING FIST 
  CR 6
  XP 2,400
  Female human (Sametian) barbarian (fist of the dragon) 
  4/sorcerer 3
  CN Medium humanoid
  Init +1; Senses Perception +7
  DEFENSE
  AC 11, touch 10, flat-footed 10 (+ 1 deflection, +1 Dex, 
  +1 natural, -2 rage)
  hp 67 (3d6+4d12+35)
  Fort +9, Ref +5, Will +4; +4 vs. sleep and paralysis
  Defensive Abilities draconic resistance, uncanny 
  dodge; Resist fire 5
  OFFENSE
  Speed 40 ft.
  Melee mwk dragon gauntletNE +11 (1d6+5 plus 1 fire) 
  or 2 claws +10 (1d4+5 plus 1 fire) 
  Ranged javelin +6 (1d6+5)
  Special Attacks rage (12 rounds/day), rage powers 
  (draconic wrath, moment of clarity)
  Sorcerer Spells Known (CL 3rd, concentration +9)
  1st (6/day) - burning hands, expeditious retreat, mage 
  armor, magic missile, shield
  0 - detect magic, light, read magic, resistance, spark
  TACTICS
  Base Statistics When not raging, the blazing fist has 
  AC 13, touch 12, flat-footed 12; hp 53;
  Fort +7, Will +2; Melee mwk dragon gauntletNE +9 
  (1d6+3) or 2 claws +8 (1d4+3); Ranged javelin +6 
  (1d6+3); Str 16, Con 14; CMB +8; Climb +10, Swim +10
  STATISTICS
  Str 20, Dex 12, Con 18, Int 8, Wis 10, Cha 15
  Base Atk +5; CMB +10; CMD 21
  Feats Arcane Strike, Combat Casting, Draconic 
  Bloodline (red)NE, Draconic InheritanceNE, Eschew 
  Materials, Lightning Reflexes
  Skills Acrobatics +8, Climb +12, Intimidate +8, 
  Perception +7, Spellcraft +5, Survival +7, Swim +12, 
  Use Magic Device +8
  Languages Common
  SQ blood of dragons, fast movement
  Combat Gear potions of cure moderate wounds (2), 
  wand of scorching ray (22 charges)
  Other Gear masterwork dragon gauntletNE, 6 javelins, 
  ring of protection +1, light horse (combat trained) with 
  studded leather barding, military saddle
  Boon The blazing fist can place PCs under her personal 
  protection, ensuring Janus Horde affiliated people 
  within a 20 mile radius will not attack them.
  SPECIAL ABILITIES
  Blood of Dragons (Ex) The fist of the dragon adds her 
  class level to her draconic bloodline to determine her 
  bloodline powers.  If the fist of the dragon takes a level 
  of dragon disciple, her levels stack. Similarly, a fist of 
  the dragon adds her draconic bloodline sorcerer levels 
  or dragon disciple levels to her class level for any level 
  dependent ability.
  Draconic Wrath (Su) While raging, any weapon wielded 
  by the fist of the dragon inflicts an additional point of 
  fire damage.
  Blazing fists have harvested their power from the blood 
  of the mighty red dragons. The flames fuel their rage as 
  well as their magic, and tongues of flame cling to their 
  weapons. They will use their magic to enhance themselves 
  before losing themselves to the fiery rage and charging 
  into battle.
  STORM FIST 
  CR 9
  XP 6,400
  Janus Horde
  Imperial Alliance
  Phoenix Guard
  Order of Kaga
  bLAzING FISt
  
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  Male human (Sametian) barbarian (fist of the dragon) 
  6/sorcerer 3/dragon disciple 1
  CE Medium humanoid
  Init +5; Senses Perception +6
  DEFENSE
  AC 14, touch 10, flat-footed 12 (+ 2 armor, +1 deflection, 
  +1 Dex, +2 natural, -2 rage)
  hp 108 (3d6+7d12+46)
  Fort +12, Ref +7, Will +10; +4 vs. sleep and paralysis
  Defensive Abilities draconic resistance, uncanny 
  dodge; Resist electricity 10
  OFFENSE
  Speed 40 ft.
  Melee +1 
  dragon 
  gauntletNE 
  +13/+8 
  (1d6+6 
  plus 1 electricity) or 2 claws +12 (1d6+5 plus 1 
  electricity) 
  Ranged javelin +8 (1d6+5)
  Special Attacks breath weapon (60 ft. line, DC 18, 
  10d6 electricity), rage (16 rounds/day), rage powers 
  (draconic skin, draconic wrath, moment of clarity)
  Sorcerer Spells Known (CL 3rd, concentration +6)
  1st (6/day) - expeditious retreat, mage armor, magic 
  missile, shield, shocking grasp
  0 -  detect magic, light, ray of frost, read magic, resistance
  TACTICS
  Base Statistics When not raging, the storm fist has AC 
  15, touch 12, flat-footed 13; hp 88;
  Fort +10, Will +8; Melee +1 dragon gauntletNE +11/+6 
  (1d6+4) or 2 claws +10 (1d4+3); Ranged javelin +8 
  (1d6+3); Str 16, Con 14; CMB +10; Climb +10
  STATISTICS
  Str 20, Dex 12, Con 18, Int 10, Wis 8, Cha 16
  Base Atk +7; CMB +12; CMD 23
  Feats Combat Casting, Draconic Bloodline (blue), 
  Draconic Inheritance, Eschew Materials, Improved
  Initiative, Iron Will, Lightning Reflexes
  Skills Acrobatics +8, Climb +12, Intimidate +12, 
  Knowledge (arcana) +8, Linguistics +4, Perception +6,
  Spellcraft +8, Survival +9, Use Magic Device +13 
  Languages Common, Draconic
  SQ blood of dragons, fast movement
  Combat Gear potions of cat’s grace (2), potion of cure 
  serious wounds, wand of magic missile (CL 5th, 20
  charges); Other Gear +1 dragon gauntletNE, 6 javelins, 
  bracers of armor +2, cloak of resistance +1, ring of 
  protection +1, heavy horse (combat-trained), military 
  saddle
  Boon A storm fist can join with PCs to destroy an 
  individual enemy or a single group of enemies. 
  Alternately, he may trade a magic item for an evil magic 
  item that the PCs cannot use.
  SPECIAL ABILITIES
  Blood of Dragons (Ex) The fist of the dragon adds his 
  class level to his draconic bloodline to determine his 
  bloodline powers.  If the fist of the dragon takes a level 
  of dragon disciple, his levels stack. Similarly, a fist of 
  the dragon adds his draconic bloodline sorcerer levels 
  or dragon disciple levels to his class level for any level 
  dependent ability.
  Draconic Resistance (Ex) The character gains energy 
  resistance to his energy affinity equal to his class level. 
  This ability replaces the trap sense ability.
  Draconic Skin (Ex) While raging, the fist of the dragon 
  gains natural armor equal to his class level divided by 
  4 (minimum 1).
  Draconic Wrath (Su) While raging, any weapon wielded 
  by the fist of the dragon inflicts an additional point of 
  electrical damage.
  Storm fists wield the stolen might of the blue dragons. 
  Their skin is toughened by patches of blue scales and arcs 
  of electricity dance along the edges of their weapons. Like 
  their fellow fists, they will use their draconic power to 
  enhance themselves before throwing themselves into the 
  fray. However, they will soften up the enemy by spitting 
  lightning into their midst before they engage.
  ORDER OF tHE KAGA AUGERS
  Augers serve the faithful in their pursuit of knowledge. 
  They assist petitioners who commune with the Kaga, 
  guiding them in their questioning. Augers are also found 
  in charge of many libraries and archives, willing to lend 
  assistance to fellow seekers of knowledge. Seemingly staid 
  and innocuous, many people forget that the knowledge 
  they possess gives them great power to call upon in their 
  need.
  CURATOR 
  CR 5
  XP 1,600
  Male human (Arman) cleric of the Kaga 6
  LN Medium humanoid
  Init -1; Senses Perception +3
  DEFENSE
  AC 18, touch 9, flat-footed 18 (+ 7 armor, -1 Dex, +2 
  shield)
  hp 49 (6d8+18)
  Fort +7, Ref +1, Will +8
  OFFENSE
  Speed 20 ft.
  Melee +1 heavy mace +5 (1d8+1) or dagger +4 
  (1d4/19-20) 
  Ranged light crossbow +3 (1d8/19-20)
  Spell-Like Abilities (CL 6th, concentration +9)
  6/day - blast rune (1d6+3 damage, 6 round duration), 
  lore keeper (skill check = DC 24)
  6 rounds/day - remote viewing
  Cleric Spells Prepared (CL 6th, concentration +9)
  
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  3rd - blood biography, glyph of wardingD (DC 16), searing 
  light (DC 17), speak with dead (DC 16)
  2nd - detect thoughtsD, grace, lesser restoration, owl’s 
  wisdom, sound burst (DC 16)
  1st - bane (DC 14), bless, comprehend languagesD, 
  remove fear, shield of faith
  0 - detect magic, light, mending, read magic
  STATISTICS
  Str 10, Dex 8, Con 14, Int 14, Wis 17, Cha 12
  Base Atk +4; CMB +4; CMD 13
  Feats Active Order AgentOK, Great InsightOK, Skill Focus 
  (Knowledge [history]), Spell Focus (evocation)
  Skills Diplomacy +9, Knowledge (arcana) +12, 
  Knowledge (history) +17, Knowledge (religion) +12,
  Spellcraft +10, Use Magic Device +9
  Languages Common, Ancient Arman, Sorcerous
  SQ arcane bond (owl familiar), aura, domains 
  (knowledge, rune)
  Combat Gear potion of cure moderate wounds, unguent 
  of timelessness; Other Gear +1 heavy mace, light 
  crossbow and 20 bolts, +1 breastplate, masterwork 
  heavy steel shield, silver holy symbol
  Boon A curator may provide a PC with immediate 
  communion with the Kaga without having to wait, or 
  cast a free spell to heal wounds or remove an affliction.
  SPECIAL ABILITIES
  Arcane Bond (Ex or Sp) The cleric of the Kaga forms 
  a bond with an implement or a familiar like a wizard 
  does. Her cleric of the Kaga levels stack with any wizard 
  levels to determine benefits. This replaces a cleric’s 
  ability to channel energy.
  Arcane Caster (Ex) The cleric of the Kaga is considered 
  an arcane caster, but still gains spells and selects 
  domains as a cleric. She may use her cleric level to 
  qualify for any feat, prestige class or other option 
  requiring arcane caster levels. The cleric of the Kaga 
  does not qualify for anything that requires divine caster 
  levels. Nevertheless, clerics of Kaga do not suffer arcane 
  spell failure for their cleric spells from wearing armor.
  Ranking clergy seeking entrance into the order of Augers 
  are often put in charge of repositories of knowledge. They 
  run the day-to-day tasks, taking time when they can to 
  pursue their own research and study. Sometimes one or 
  more of them are found assisting Augers who are out in the 
  world seeking more lore to bring back to the Kaga.
  RESEARCHER 
  CR 8
  XP 4,800
  Male cavian bard (archivist) 7/auger 2
  N Medium humanoid
  Init +0; Senses Perception +11
  DEFENSE
  AC 15, touch 10, flat-footed 15 (+ 5 armor)
  hp 69 (2d6+7d8+27)
  Fort +6, Ref +7, Will +8; +2 vs. compulsion, +4 vs. 
  enchantment and mind-affecting, +4 vs.
  magical traps, language-dependent effects, symbols, 
  glyphs, and magical writings
  Defensive Abilities independent
  OFFENSE
  Speed 30 ft.
  Melee +1 rapier +7/+2 (1d6/18-20) and bite +4 (1d4 
  plus seeds of clairvoyance) 
  Ranged mwk shortbow +7/+2 (1d6/x3)
  Special Attacks bardic performance (19 rounds/day), 
  fascinate (DC 16), lamentable belaborment (DC 16), 
  naturalist +2, seeds of clairvoyance (DC 17)
  Spell-Like Abilities (CL 9th, concentration +12)
  1/day - clairaudience/clairvoyance (through victim of 
  seeds of clairvoyance)
  Bard Spells Known (CL 9th, concentration +12)
  3rd (4/day) - babble sphereNE, confusion (DC 16), mind 
  giftOK, seek thoughts (DC 16)
  Imperial Alliance
  Section Omega
  Order of Kaga
  CURAtOR
  
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  2nd (5/day) - beguile, blood biography, cure moderate 
  wounds, eagle’s splendor
  1st (6/day) - beguiling gift (DC 14), comprehend 
  languages, hideous laughter (DC 14), transcribe, vanish
  0 - dancing lights, daze (DC 13), detect magic, light, 
  message, sift
  STATISTICS
  Str 10, Dex 10, Con 14, Int 14, Wis 12, Cha 16
  Base Atk +6; CMB +6; CMD 16
  Feats Cavian Bite MasteryNE, Great InsightOK, Greater 
  Seeds of ClairvoyanceNE, Skill Focus: Knowledge
  (nature), Sleeper Order AgentOK
  Skills Bluff +14, Diplomacy +10, Disguise +14, 
  Knowledge (arcana) + 17, Knowledge (nature) +17, 
  Knowledge (planes) +17, Perception +11, Perform 
  (oratory) +14, Sense Motive +9, Spellcraft +10 (+14  to 
  identify magic items or decipher scrolls)
  Languages Common, Cavian, Giant, Infernal
  SQ assistant +2, bardic knowledge +4, cipher, 
  countersong, distraction, inspire competence +3, jack 
  of all trades, lore master, magic lore
  Combat Gear potion of gaseous form; Other Gear +1 
  rapier, masterwork shortbow and 20 arrows, +1 mithral 
  shirt, cloak of resistance +1, hat of disguise
  Boon The researcher can provide PCs with information 
  concerning specific ruins of the First ones, giving 
  the PCs a +2 circumstance bonus on Disable Device, 
  Knowledge (engineering), Perception checks in those 
  ruins, as well as to Appraise, Spellcraft, and Use Magic 
  Device checks applied to magic items and spell effects 
  found within those ruins.
  SPECIAL ABILITIES
  Assistant (Su) When the auger uses the aid another 
  action, he adds his class level to the granted bonus.
  Cipher (Ex) When the auger communes with the Kaga, 
  he adds his class level to any Knowledge checks. The 
  auger does not need a prayer helmet to commune with 
  the Kaga.
  Independent (Ex) The cavian with this trait gains a 
  +4 bonus on saves against spells of the enchantment 
  school and mind-affecting effects. He suffers a -2 
  penalty on all Knowledge skill checks, but gains a +2 
  bonus on all Bluff, Craft, and Perform checks. This ability 
  replaces hive mind and thoughtsense.
  Knowledge of the Kaga (Ex) This ability is identical to 
  bardic knowledge. Auger and bard levels stack when 
  determining the effectiveness of the bardic knowledge.
  Seeds of Clairvoyance (Ex and Sp) The cavian can 
  infect a target on a successful bite (DC = 10 + 1/2 
  character level + Cha modifier). He can infect a number 
  of targets equal to his Wisdom modifier (minimum 
  1). The cavian knows if a target is infected. The seeds 
  are neither a disease nor a poison, but are affected 
  by resistance to either. Immunity to either grants 
  immunity to the seeds. Once per day, he may cast 
  clairvoyance/clairaudience as a spell-like ability using 
  his level as the caster level. This only works on infected 
  targets. While a cavian is using this ability, the target’s 
  eyes glow with a faint blue light that is undetectable in 
  bright or normal light but is clearly visible in dim light 
  or darkness. This ability replaces Alien Aura.
  Being severed from the hive mind occasionally leads a 
  cavian into the church. While communion with the Kaga is 
  not a substitute for the hive mind, the connection appears 
  to soothe the anxiety that their independence brings. 
  The role of researcher is appealing, as it provides ample 
  opportunity to commune with the Kaga, bringing back 
  information from his travels.
  HEAD LIBRARIAN 
  CR 13
  XP 25,600
  Female cynean diviner 9/auger 5
  NG Medium humanoid
  Init +6; Senses Perception +13
  DEFENSE
  AC 22, touch 16, flat-footed 16 (+3 armor, + 4 deflection, 
  +2 Dex, +3 natural armor)
  hp 80 (14d6+28)
  Fort +7, Ref +8, Will +12
  Defensive Abilities crystal skin, mystic body
  OFFENSE
  Speed 30 ft.
  Melee mwk quarterstaff +8/+3 (1d6)
  Ranged mwk light crossbow +8 (1d8/19-20)
  Spell-Like Abilities (CL 14th, concentration +18)
  8/day - diviner’s fortune (+3)
  3/day - contact other plane
  At will - detect thoughts (DC 17)
  Wizard Spells Prepared (CL 14th, concentration +18)
  7th - grasping hand, greater arcane sight, spell turning
  6th - chain lightning (DC 21), elemental body III, greater 
  dispel magic, true seeing
  5th - dismissal, echolocation, extended scrying (DC 23), 
  rip mind (DC 20), teleport
  4th - arcane eye, babble sphereNE (DC 19), dispersing 
  wind, extended fly, stoneskin, summon monster IV
  3rd - blink, clairaudience/clairvoyance, force punch, mind 
  giftOK, nondetection, stinking cloud (DC 18)
  2nd - knock, resist energy, scorching ray, see invisibility, 
  share language, shatter (DC 17)
  1st - expeditious retreat, identify, magic missile (x2), 
  shield, transcribe, true strike
  0 - acid splash, arcane mark, daze (DC 15), detect magic, 
  read magic
  STATISTICS
  Str 10, Dex 14, Con 12, Int 21, Wis 14, Cha 10
  Base Atk +7; CMB +7; CMD 19
  Feats Active Order Agent, Craft Wand, Diviner’s 
  Mastery, Extend Spell, Great Insight, Greater Spell 
  
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  Focus (divination), Scribe Scroll, Skill Focus: Knowledge 
  (arcana), Spell Focus (divination)
  Skills Appraise +15, Diplomacy +9 (+11 to gather 
  information), Fly +11, Knowledge (arcana) +22, 
  Knowledge (history) +19, Knowledge (nature) +19, 
  Knowledge (planes) +19, Knowledge (religion) +19, 
  Perception +13, Spellcraft +19
  Languages Common, Celestial, Cynean, Draconic, 
  Giant, Terran
  SQ arcane bond (wand of detect secret doors), arcane 
  school (divination), assistant +5, barred schools 
  (illusion, necromancy), cipher, constant commune, 
  forewarned, intuitive knowledge, knowledge of the 
  Kaga +2, secrets, unusual build
  Combat Gear potion of cure serious wounds, scrolls 
  of break enchantment, daylight, dispel magic, erase, 
  and make whole, wand of lightning bolt (50 charges); 
  Other Gear bracers of armor +3, cloak of resistance 
  +1, headband of vast intelligence +2, wand of detect 
  secret doors (50 charges), masterwork quarterstaff, 
  masterwork light crossbow with 20 bolts, spell 
  component pouch, spellbook, diamond dust (500 gp)
  Boon A head librarian can assist PCs in research, 
  making appropriate Knowledge checks for them or 
  identifying the properties of magic items, or even 
  communing with the Kaga on their behalf. Alternately, 
  she can craft wands for them at a 10% discount.
  SPECIAL ABILITIES
  Assistant (Su) When the auger uses the aid another 
  action, he adds his class level to the granted bonus.
  Cipher (Ex) When the auger communes with the Kaga, 
  he adds his class level to any Knowledge checks. The 
  auger does not need a prayer helmet to commune with 
  the Kaga.
  Constant Commune (Su) The auger can commune 
  with the Kaga without requiring a prayer helmet or 
  communing with an avatar. Any such requirements 
  (including spells that require divine focus of the Kaga) 
  simply ignore such restrictions.
  Crystal Skin (Ex) The cynean’s hard crystalline skin 
  grants a +3 natural armor bonus to AC. However, 
  her body is particularly vulnerable to force and sonic 
  damage. The cynean automatically fails any save from 
  an effect with the force descriptor, and she takes half 
  again as much damage (+50%) from sonic energy, 
  regardless of whether a saving throw is allowed or if the 
  save is a success or failure.
  Intuitive Knowledge (Su) When the auger searches 
  any repository of knowledge such as the Kaga or a 
  library, he completes the task in half the time, even 
  when he takes ten.
  Knowledge of the Kaga (Ex) This ability is identical to 
  bardic knowledge. Auger and bard levels stack when 
  determining the effectiveness of the bardic knowledge. 
  The auger adds this bonus to any Diplomacy checks 
  used to gather information and to any Intelligence or 
  Wisdom-based skills in which he has ranks.
  Mystic Body (Su) The cynean adds a deflection bonus 
  to AC equal to her Intelligence modifier.
  Unusual build (Ex) The cynean must purchase armor 
  and equipment (but not weapons) as though she were 
  one size category larger.
  A high ranking auger is often in charge of a large repository 
  of knowledge and takes great joy in assisting others in their 
  research. As an additional perk, the position allows for the 
  freedom to take extended sabbaticals, traveling the breadth 
  of the world in an ongoing pursuit of knowledge. On an 
  extended venture, she may take one or more researchers 
  with her, as well as two or more curators to help with 
  recording findings and to provide differing viewpoints if 
  needed.
  ORDER OF tHE KAGA 
  HARbINGERS
  Harbingers are arguably the most dedicated of the Kaga’s 
  servants, sacrificing their very humanity to increase his 
  store of knowledge. Savants of the arcane, they delve into 
  the secret and lost places of the world to gain more for 
  their deity.
  HARBINGER, CATECHUMEN 
  CR 5
  XP 1,600
  Male human (Nasian) cleric of the Kaga 6
  N Medium humanoid
  Init -1; Senses Perception +5
  DEFENSE
  AC 16, touch 9, flat-footed 17 (+7 armor, -1 Dex)
  hp 43 (6d8+12)
  Fort +7, Ref +1, Will +8
  Imperial Alliance
  Section Omega
  Order of Kaga
  
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  OFFENSE
  Speed 20 ft.
  Melee +1 spear +7 (1d8+3/x3)
  Ranged hand of the acolyte +1 spear +7 (1d8+2/x3) or
  sling +3 (1d4+2)
  Special Attacks hand of the acolyte (6/day)
  Spell-Like Abilities (CL 6th, concentration +9)
  6/day - artificer’s touch (touch attack +5, 1d6+3 damage)
  At will - mending
  Cleric Spells Prepared (CL 6th, concentration +9)
  3rd - dispel magicD, magic vestment, prayer, searing light
  2nd - detect thoughtsD, Kaga’s channelingOK, owl’s 
  wisdom, silence, weapon of awe 
  1st - bless, dancing lantern, deadman’s gazeNE, divine 
  favor, identifyD, sanctuary
  0 - detect magic, guidance, read magic, resistance
  STATISTICS
  Str 14, Dex 8, Con 12, Int 15, Wis 16, Cha 12
  Base Atk +4; CMB +5; CMD 14
  Feats Active Order AgentOK, Arcane UtilityOK, Skill Focus 
  (Use Magic Device), Spell Focus (evocation)
  Skills Diplomacy +9, Knowledge (arcana) +10, 
  Knowledge (religion) +10, Perception +5, Sense Motive 
  +11, Use Magic Device +12
  Languages Common, Cavian, Nasian
  SQ arcane bond (spear), aura, domains (artifice, magic)
  Combat Gear potion of eagle’s splendor, scroll of spiritual 
  weapon, vials of holy water (2); Other Gear +1 spear, 
  sling and 10 bullets, +1 chainmail, silver holy symbol
  Boon A catechumen may acquire a requested magic 
  item up to 2000gp in value for the PCs at a 20% 
  discount.
  SPECIAL ABILITIES
  Arcane Bond (Ex or Sp) The cleric of the Kaga forms 
  a bond with an implement or a familiar like a wizard 
  does. Her cleric of the Kaga levels stack with any wizard 
  levels to determine benefits. This replaces a cleric’s 
  ability to channel energy.
  Arcane Caster (Ex) The cleric of the Kaga is considered 
  an arcane caster, but still gains spells and selects 
  domains as a cleric. She may use her cleric level to 
  qualify for any feat, prestige class or other option 
  requiring arcane caster levels. The cleric of the Kaga 
  does not qualify for anything that requires divine caster 
  levels. Nevertheless, clerics of Kaga do not suffer arcane 
  spell failure for their cleric spells from wearing armor.
  The catechumen has been prepared philosophically and 
  psychologically to undertake the ritual of transformation 
  into a harbinger. Only the most dedicated and steadfast 
  of the Kaga’s servants seek to become a harbinger. Even 
  those that are chosen are not likely to fully walk the path 
  once they realize the true cost to their humanity.
  HARBINGER, EXPLORER 
  CR 9
  XP 6,400
  Male human (Nasian) cleric of the Kaga 6/harbinger 4
  LN Medium humanoid
  Init +2; Senses Perception +11
  DEFENSE
  AC 22, touch 13, flat-footed 20 (+7 armor, +1 deflection, 
  +2 Dex, +2 shield)
  hp 67 (4d6+6d8+20)
  Fort +7, Ref +5, Will +10
  Defensive Abilities metamorphosis; Immune disease, 
  poison
  OFFENSE
  Speed 20 ft.
  Melee +1 morningstar +7/+2 (1d8+1) 
  Ranged hand of the acolyte +1 morningstar +9 (1d8+1)
  Special Attacks hand of the acolyte (6/day)
  Spell-Like Abilities (CL 6th, concentration +13)
  6/day - artificer’s touch (touch attack +5, 1d6+3 damage)
  At will - mending
  Cleric Spells Prepared (CL 10th, concentration +13)
  5th - flame strike (DC 18), spell resistanceD, true seeing
  4th - fabricateD, freedom of movement, order’s wrath (DC 
  18), summon monster IV
  3rd - dispel magic, magic vestment, prayer, searing light 
  , stone shapeD
  2nd - hold person, Kaga’s channelingOK, owl’s wisdom, 
  silence, weapon of awe, wood shapeD
  1st - bless, dancing lantern, deadman’s gazeNE, divine 
  favor, identifyD, sanctuary
  0 - detect magic, guidance, read magic, resistance
  STATISTICS
  Str 10, Dex 14, Con 12, Int 14, Wis 16, Cha 10
  Base Atk +6; CMB +6; CMD 18
  Feats Active Order Agent, Arcane Utility, Greater Arcane 
  Utility, Craft Wondrous Item, Skill Focus (Use Magic 
  Device), Spell Focus (evocation)
  Skills Diplomacy +9, Disable Device +7, Heal +9, 
  Knowledge (arcana) +12, Knowledge (history) +12, 
  Knowledge (religion) +12, Perception +11, Sense 
  Motive +11, Use Magic Device +18
  Languages Common, Nasian, Cavian
  SQ arcane bond (amulet), aura, authority, domains 
  (artifice, magic), graft 2, item recharge, power tap 2, 
  unnatural aura
  Combat Gear potion of enlarge person, potion of fly, 
  scrolls of delay poison, find traps, lesser restoration 
  Other Gear +1 morningstar, +1 breastplate, masterwork 
  heavy steel shield, ring of protection +1,door- passer 
  graftOK, traveler’s graftOK, silver holy symbol
  Boon A harbinger explorer can agree to assist the 
  PCs in the exploration of one ruin or magical location 
  in exchange for 10% of any magic found, or can craft 
  wondrous items for the PCs at a 10% discount.
  
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  SPECIAL ABILITIES
  Arcane Bond (Ex or Sp) The cleric of the Kaga forms 
  a bond with an implement or a familiar like a wizard 
  does. Her cleric of the Kaga levels stack with any wizard 
  levels to determine benefits. This replaces a cleric’s 
  ability to channel energy.
  Arcane Caster (Ex) The cleric of the Kaga is considered 
  an arcane caster, but still gains spells and selects 
  domains as a cleric. She may use her cleric level to 
  qualify for any feat, prestige class or other option 
  requiring arcane caster levels. The cleric of the Kaga 
  does not qualify for anything that requires divine caster 
  levels. Nevertheless, clerics of Kaga do not suffer arcane 
  spell failure for their cleric spells from wearing armor.
  Authority (Ex) The harbinger is a high-ranking member 
  of the Church. As such, every member of the church is 
  generally well-disposed toward the harbinger. The 
  initial reaction from non-hostile members is generally 
  improved one step. This authority comes at a price. The 
  harbingers must obey the will of the Kaga at all times 
  or lose the ability to prepare spells until an atonement 
  spell is received from a high ranking member of the 
  church.
  Graft (Su) The harbinger can graft items into his body, 
  gaining additional item slots. When he gains a new 
  graft, he may select one of the following: hands, feet, 
  head, headband, neck, ring (extra slot), or wrist for the 
  location to gain an additional slot. The harbinger’s body 
  does not physically gain these body parts; he benefits 
  from wearing additional items. Harbingers usually use 
  those slots to gain additional grafts.
  Item Recharge (Su) The harbinger may use his own 
  energy to recharge a magic item. Spending one hour 
  channeling magical energies into a device can add a 
  single charge per day to an item that can be used 3/day 
  or more. Consumables (i.e. scrolls, potions and wands) 
  may not be recharged this way.
  Metamorphosis (Su) As the harbinger grows in 
  power, he takes on the aspects of a construct. Each 
  metamorphosis makes the harbinger more powerful, 
  but less human.
  Power Tap (Su) Twice a day, the harbinger may draw 
  power from a consumable to increase his caster level 
  by one. Drawing the power is a free action that does 
  not provoke attacks of opportunity. This ability can be 
  used on any spell of 2nd level or lower, and the drained 
  consumable must be of the same level or higher than 
  the spell being cast. Using power tap uses up a charge 
  of the consumable, as though it had been activated.
  Well into the metamorphosis that harbingers undergo, the 
  explorer is often found out in the wilds of Exodus, tracking 
  down yet another repository of lost arcane knowledge. 
  He is well prepared for the dangers of such expeditions. 
  Whether the explorer will continue his dedication to this 
  path remains to be seen; he may wish to lose no more of 
  his humanity and rescind the path once his latest venture 
  is finished.
  HARBINGER EXEMPLAR 
  CR 14
  XP 38,400
  Female human (Arman) staff magus 8/harbinger 7
  LN Medium humanoid
  Init +2; Senses darkvision 60 ft., low-light vision; 
  Perception +10
  DEFENSE
  AC 20, touch 12, flat-footed 18 (+ 6 armor, +2 Dex, +2 
  shield)
  hp 87 (7d6+8d8+23)
  Fort +9, Ref +6, Will +10
  Defensive Abilities quarterstaff defense, spell shield; 
  Immune daze, paralysis, stun
  OFFENSE
  Speed 30 ft.
  Imperial Alliance
  Section Omega
  Order of Kaga
  CAtECHUMEN HARbINGER
  
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  Melee +2 quarterstaff +12/ +7 (1d6+4/19-20) and 
  +2 quarterstaff +12 (1d6+4/19-20) or +2 quarterstaff 
  +12/+7 (1d6+4/19-20) and spellcasting
  Special Attacks maneuver mastery, improved spell 
  combat, spell recall, spellstrike
  Magus Spells Prepared (CL 15th, concentration +21)
  5th - corrosive consumption, geyser (DC 19), teleport
  4th - arcana theft, dragon’s breath (DC 18), fire shield, 
  stoneskin
  3rd - dispel magic, force punch (DC 17), haste, vampiric 
  touch, versatile weapon
  2nd - acid arrow, bear’s endurance, defensive shock, 
  frigid touch, web (DC 16)
  1st - magic missile, ray of enfeeblement (DC 15), shield, 
  vanish
  0 - acid splash detect magic, disrupt undead, ray of frost, 
  read magic
  STATISTICS
  Str 14, Dex 14, Con 12, Int 18, Wis 10, Cha 8
  Base Atk +9; CMB +11 (+13 to disarm); CMD 23
  Feats Arcane UtilityOK, Combat Expertise, Double Slice, 
  Improved Critical (quarterstaff), Improved 
  Disarm, Lunge, Quarterstaff Mastery, Skill Focus (Use 
  Magic Device), Two-Weapon Fighting, Weapon Focus 
  (quarterstaff), Weapon Specialization (quarterstaff)
  Skills Disable Device +12, Escape Artist +12, Fly +12, 
  Heal +10, Intimidate +9, Knowledge (arcana) +21, 
  Knowledge (dungeoneering) +21, Perception +10, Ride 
  +12, Spellcraft +21, Swim +12, Use Magic Device +22
  Languages Common, Ancient Arman, Draconic, 
  Sorcerous
  SQ arcane pool (8 points), authority, bauble, graft 3, 
  item recharge 2, knowledge pool, power tap 3, 
  unnatural aura
  Combat Gear defoliant polish, potions of cure serious 
  wounds (2), scroll of black tentacles; 
  Other Gear +2 quarterstaff, +3 studded leather armor, 
  ring of counterspells (contains dispel magic), ring of 
  sustenance, runic graftOK, traveler’s graftOK, vanisher’s 
  graftOK
  Boon The exemplar can arrange a meeting between 
  the PCs and a high ranking cleric of the church, arrange 
  for spells to be cast by a cleric of the Kaga at a 25% 
  discount, or arrange for one PC to be resurrected free 
  of charge.
  SPECIAL ABILITIES
  Authority (Ex) The harbinger is a high-ranking member 
  of the Church. As such, every member of the church is 
  generally well-disposed toward the harbinger. The 
  initial reaction from non-hostile members is generally 
  improved one step. This authority comes at a price. The 
  harbinger must obey the will of the Kaga at all times 
  or lose the ability to prepare spells until an atonement 
  spell is received from a high ranking member of the 
  church.
  Bauble (Su) The harbinger may infuse some of her 
  own magical energies into tokens and baubles. Spells 
  imbued into a bauble may be activated as a full round 
  action. When a spell is imbued into a bauble, the 
  harbinger loses the ability to use the spell slot until the 
  bauble is activated. As a standard action, a harbinger 
  may dispel the magic of a bauble, and regain the user 
  of her spell slot next time she rests.
  Graft (Su) The harbinger can graft items into his body, 
  gaining additional item slots. When he gains a new 
  graft, he may select one of the following: hands, feet, 
  head, headband, neck, ring (extra slot), or wrist for the 
  location to gain an additional slot. The harbinger’s body 
  does not physically gain these body parts; he benefits 
  from wearing additional items. Harbingers usually use 
  those slots to gain additional grafts.
  Item Recharge (Su) The harbinger may use his own 
  energy to recharge a magic item. Spending one hour 
  channeling magical energies into a device can add an 
  extra charge to an object that can be used 1/day or add 
  two charges to an item that can be used 3/day or more. 
  Consumables (i.e. scrolls, potions and wands) may not 
  be recharged this way.
  Metamorphosis (Su) As the harbinger grows in 
  power, he takes on the aspects of a construct. Each 
  metamorphosis makes the harbinger more powerful, 
  but less human.
  Power Tap (Su) Three times a day, the harbinger may 
  draw power from a consumable to increase his caster 
  level by one. Drawing the power is a free action that 
  does not provoke attacks of opportunity. This ability 
  can be used on any spell of 3rd level or lower, and 
  the drained consumable must be of the same level or 
  higher than the spell being cast. Using power tap uses 
  up a charge of the consumable, as though it had been 
  activated.
  The exemplar is representative of the great sacrifice 
  harbingers make on behalf of the Kaga. Her humanity is 
  hard to discern beneath the changes wrought upon her. 
  Her drive to root out even more magical knowledge from 
  the hidden places of the world seems almost a mechanical 
  drive rather than an obsession. As most harbingers that 
  reach this point, she will likely continue to serve until the 
  last of her humanity is overtaken by the machine.
  PHOENIX GUARD tERRORIStS
  As zealous followers of the Cult of the Emissary, the 
  Phoenix Guard engages in strikes against the Dominion, 
  the Janus Horde, and the Protectorate.  They persecute 
  priests of other faiths and sabotage and destroy civic and 
  military sites. Only Queen Thais appears to take their 
  threat seriously, but that may change as the terrorists 
  continue to run rampant across the territories unopposed.
  
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  MILITIAMAN 
  CR 4
  XP 1,200
  Male human (Cardosian) fighter (phalanx soldier) 5
  LN Medium humanoid
  Init +5; Senses Perception +1
  DEFENSE
  AC 22, touch 11, flat-footed 21 (+ 8 armor, +1 Dex, +3 
  shield)
  hp 62 (5d10+30)
  Fort +7, Ref +2, Will +2
  Defensive Abilities stand firm
  OFFENSE
  Speed 20 ft.
  Melee mwk spear +9 (1d8+5/x3) or mwk gladiusNE +9 
  (1d8+5/19-20) 
  Ranged javelin +6 (1d6+3)
  Special Attacks phalanx fighting, ready pike
  STATISTICS
  Str 16, Dex 13, Con 16, Int 10, Wis 12, Cha 8
  Base Atk +5; CMB +8; CMD 19 (+1 vs. bull rush, 
  overrun, trip)
  Feats Improved Initiative, Power Attack, Shield Focus, 
  Weapon Focus (gladius, spear), Weapon Specialization 
  (gladius, spear)
  Skills Climb +3, Intimidate +7, Profession (soldier) +5, 
  Swim +3
  Languages Common
  Combat Gear potion of cure moderate wounds, flasks 
  of alchemist’s fire (2), smokesticks (3), vial of antitoxin; 
  Other Gear masterwork spear, masterwork gladiusNE, 
  +1 banded mail, masterwork heavy steel shield, wooden 
  holy symbol
  Boon A militiaman can shelter and provision the PCs 
  in a Phoenix Guard safe house for up to three days, 
  providing a secret haven to rest and recuperate.
  Recruited from the Cardosian town and village militias 
  of the Flatlands, a militiaman and his fellows form units 
  of hard-hitting heavy infantry that form the nucleus 
  of Phoenix Guard attack forces. He is a well-trained, 
  organized fighter, deadly with both spear and sword. Loyal 
  to the cause and coordinated with his fellow militiamen, 
  he can participate in swift, organized attacks against 
  unsuspecting targets and leave devastation in his wake.
  ADVANCE SCOUT 
  CR 7
  XP 3,200
  Male human (Cardosian) ranger (skirmisher) 5/rogue 3
  N Medium humanoid
  Init +8; Senses Perception +12
  DEFENSE
  AC 18, touch 14, flat-footed 14 (+ 4 armor, +3 Dex, +1 
  dodge)
  hp 46 (3d8+5d10+21)
  Fort +8, Ref +12, Will +4; +1 vs. traps
  Defensive Abilities evasion, trap sense +1
  OFFENSE
  Speed 30 ft.
  Melee mwk gladiusNE +10/+5 (1d8+2/19-20) or 
  throwing axe +9/+4 (1d6+2)
  Ranged +1 composite bow +12/+7 (1d8+3/x3) or 
  throwing axe +10 (1d6+2)
  Special Attacks favored enemies (animal +2, human 
  +4), sneak attack +2d6
  STATISTICS
  Str 14, Dex 18, Con 14, Int 10, Wis 12, Cha 8
  Base Atk +7; CMB +9; CMD 23
  Feats Deadly Aim, Dodge, Endurance, Improved 
  Initiative, Mobility, Point Blank Shot, Precise Shot, Shot 
  on the Run
  Skills Acrobatics +10, Climb +13, Disable Device +10, 
  Handle Animal +7, Knowledge (geography) +8,
  Imperial Alliance
  Phoenix Guard
  Order of Kaga
  ADVANCE SCOUt
  
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  Knowledge (local) +6, Perception +12, Stealth +15, 
  Survival +9 (+11 track), Swim +13
  Languages Common
  SQ favored terrain (forest +2), hunter’s bond (dog 
  companion), hunter’s trick (chameleon step), rogue 
  talent (camouflage), track +2, wild empathy +4
  Combat Gear potions of cure moderate wounds (2), 
  large combustible sphereNE, small combustible spheresNE 
  (3), ; Other Gear +1 composite longbow (+2 Str) and 20 
  arrows, masterwork shortsword, throwing axes (2), +1 
  studded leather armor, cloak of resistance +1, studded 
  collarNE (dog), masterwork thieves’ tools
  Boon An advance scout can reconnoiter an area for the 
  PCs, providing information on occupants, numbers, and 
  defenses, including traps. Alternately, he can provide 
  free training for one of the PC’s animals.
  An advance scout reconnoiters ahead of Phoenix Guard 
  attack groups, noting troop strengths, defenses, and other 
  tactical information for their groups. Often they are called 
  engage the enemy with guerilla tactics. They will use their 
  Disable Device skill to sabotage bridges, wagons, or the 
  saddles of enemy cavalrymen.  Arson is a common tactic. 
  If sent to kill or debilitate enemy troops an advance scout, 
  often in coordination with others of his kind, will snipe 
  targets of opportunity. Their dog companions can be used 
  to savage down and wounded opponents. One trick they 
  often teach their pets is to feign a wounded paw, limping 
  and whimpering to lure a target into sneak attack range.
  EMISSARY CULTIST 
  CR 10
  XP 9,600
  Female human (Cardosian) cleric of the Emissary 8/
  rogue 3
  N Medium humanoid
  Init +2; Senses Perception +10
  DEFENSE
  AC 19, touch 12, flat-footed 17 (+ 7 armor, +2 Dex)
  hp 72 (11d8+19)
  Fort +8, Ref +7, Will +10; +1 vs. traps
  Defensive Abilities evasion, trap sense +1
  OFFENSE
  Speed 20 ft.
  Melee +1 gladiusNE +11/+6 (1d8+1/19-20) or mwk 
  dagger +11/+6 (1d4/19-20) 
  Special Attacks channel positive or negative energy 
  (DC 16, 4d6 damage, 5/day)
  Spell-Like Abilities (CL 8th, concentration +15)
  6/day - calming touch (1d6+4 nonlethal healing, 
  removes fatigued, shaken, sickened)
  Supernatural Abilities
  1/day - unity (use saving throw in place of allies’ within 
  30 ft.) 
  8 rounds/day - freedom’s call, liberation
  Cleric Spells Prepared (CL 8th, concentration +15)
  4th - freedom of movement [D], greater magic weapon, 
  tongues
  3rd - blindness/deafness (DC 16), meld into stone, prayer, 
  remove curseD, searing light
  2nd - aid, bear’s endurance, grace, remove paralysis [D], 
  spiritual weapon
  1st - blessD, command (DC 14), divine favor, obscuring 
  mist, sanctuary (DC 14), shield of faith
  0 - detect magic, detect poison, guidance, resistance
  STATISTICS
  Str 10, Dex 14, Con 12, Int 10, Wis 16, Cha 14
  Base Atk +8; CMB +10; CMD 20
  Feats Agile Maneuvers, Bludgeoner, Combat Casting, 
  Extra Channel, Extra Rogue Talent, Versatile Channeler, 
  Weapon Finesse
  Skills Bluff +11, Disable Device +11, Disguise +12, Heal 
  +7, Knowledge (religion) +8, Perception +10, Sense 
  Motive +13, Sleight of Hand +9, Spellcraft +8, Stealth 
  +11
  Languages Common
  SQ aura, domains (community, liberation), rogue 
  talents (fast stealth, surprise attack)
  Combat Gear potion of cure serious wounds, potion 
  of eagle’s splendor, scrolls of augury and silence, wand 
  of hold person (30 charges); Other Gear +1 gladiusNE, 
  masterwork dagger, +1 glamered breastplate, pearl of 
  power (1st), rope of climbing, healer’s kit, silver holy 
  symbol
  Boon A cultist can provide free healing to PCs in 
  desperate need, arrange a kidnap attempt on an NPC, 
  or organize a Phoenix Guard strike to provide PCs with 
  a needed distraction.
  The true minds behind the Phoenix Guard, Emissarists 
  hatch the plots their troops expedite. Often an Emissary 
  cultist is in command of units of militiamen supported by 
  advance scouts. She will strike to destroy public records, 
  kill or drive out enemy military units, or destroy temples. 
  A favored tactic is to have her men attack one target to 
  draw attention. With the citizenry and military distracted 
  by a raid, sabotage, or arson, she and one or two advance 
  scouts will strike at a temple, taking an enemy cleric 
  prisoner for persecution at her leisure.
  PROtECtORAtE 
  ARtILLERIStS
  The military arm of the Forger’s Guild, the artillerists 
  are responsible for the crafting and maintenance of the 
  Protectorate’s mighty engines of war. They are the keystone 
  of the Protectorate forces, the heart of the country’s 
  offensive as well as defensive might. When not in the field, 
  they will often wander in search of foreign technology to 
  study and learn from, usually while incognito.
  JUNIOR ENGINEER 
  CR 2
  XP 600
  Female human (Arman) machinesmith (combat 
  engineer) 3
  
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  NG Medium humanoid
  Init +4; Senses Perception +6
  DEFENSE
  AC 15, touch 12, flat-footed 13 (+ 3 armor, +2 Dex)
  hp 23 (3d8+6)
  Fort +4, Ref +5, Will +1
  OFFENSE
  Speed 20 ft.
  Melee mwk warhammer +3 (1d8/x3) or dagger +2 
  (1d4/19-20)
  Ranged repeating light crossbow +4 (1d8/19-20)
  Machinesmith Prototypes Prepared (CL 3rd)
  1st - grease (DC 13), guardian droneCN, shield
  Mechanus
  Medium construct (humanoid); Spd 20 ft.; AC 15, touch 
  10, flat-footed 15 (+3 armor, +2 natural);
  hp 21; Fort +1, Ref +1, Will +1; Melee slam +6 (1d8+3); 
  Ability Str 17, Dex 11, Con -, Int -, Wis 10, Cha 1
  STATISTICS
  Str 10, Dex 14, Con 12, Int 15, Wis 10, Cha 13
  Base Atk +2; CMB +2; CMD 14
  Feats Gunsmithing, Point Blank Shot, Skill Focus: Craft 
  (gunsmithing)
  Skills Craft (gunsmithing) +11, Disable Device +10, 
  Knowledge (arcana) +8, Knowledge (engineering) +8, 
  Perception +6, Profession (engineer) +5, Spellcraft +6, 
  Use Magic Device +7
  Languages Common, Ancient Arman, Sorcerous
  SQ combat awareness, great work (mechanus), 
  hardened materials, repair (2d6, 5/day), rough and 
  ready, trapfinding
  Combat Gear potions of cure light wounds (2), flasks of 
  alchemist’s fire (3); Other Gear masterwork repeating 
  light crossbow and 20 bolts, masterwork warhammer, 
  dagger, masterwork studded leather, masterwork 
  artisan’s tools, masterwork thieves’ tools, sunrods (2)
  Boon The combat engineer can repair firearms for the 
  PCs free of charge, disarm traps on portable chests or 
  items brought to her, or provide ammunition for PC 
  firearms at a 10% discount.
  SPECIAL ABILITIES
  Combat Awareness (Ex) The combat gains her 
  Intelligence modifier as a bonus on all initiative rolls. 
  This replaces crafter.
  Diminished Prototypes (Su) The combat engineer 
  prepares one less prototype of each level than normal.
  Greatworks (Su) Mechanus The machinesmith has 
  created an unintelligent automaton that obeys her 
  commands.
  Hardened Materials (Ex) Any item crafted by the 
  combat engineer receives 3 bonus hit points. This 
  replaces the combat engineer’s 2nd level machinesmith 
  trick.
  Prototypes (Su) The combat engineer can create 
  magically imbued prototypes that can mimic certain 
  spells. She manufactures a small, hand-held prototype, 
  and then imbues the prototype with mobius energy. 
  Prototypes behave in some ways like spells. Their 
  effects can be dispelled or resisted with spell resistance. 
  Use the combat engineer’s level as the caster level.
  Repair (Su) A machinesmith can fix broken items with 
  a mere touch, repairing 2d6 points of damage, up to 5 
  times per day. This ability can heal constructs.
  Rough and Ready (Ex) Once per day the combat 
  engineer can activate a single gadget or some function 
  of her greatwork, that normally requires a standard 
  action, as a swift action instead.
  Junior engineers are responsible for much of the general 
  maintenance and repair for the Protectorate war engines. 
  Already skilled crafters and engineers, many will be 
  U
  N
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  U
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  D
  E
  R 
  O
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  E 
  G
  O
  D
  Arman Protectorate
  Sanguine
  Reis Confederacy
  JUNIOR ENGINEER
  
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  promoted into the artillerist ranks by virtue of their 
  diligence and talent. Well-equipped and trained in combat 
  basics, junior engineers provide the bulk of the defense 
  of artillery positions, should they be overrun by enemy 
  forces.
  FORWARD OBSERVER 
  CR 6
  XP 2,400
  Male P’Tan machinesmith 3/rogue 3/protectorate 
  artillerist 1
  AL size humanoid
  Init +7; Senses darkvision 60 ft.; Perception +10
  DEFENSE
  AC 18, touch 13, flat-footed 15 (+ 5 armor, +3 Dex)
  hp 45 (7d8+10)
  Fort +6, Ref +9, Will +3; + 1 vs. traps
  Defensive Abilities evasion, trapsense +1
  OFFENSE
  Speed 30 ft.
  Melee mwk shortsword +5 (1d6/19-20) or dagger +4 
  (1d4/19-20)
  Ranged +1 repeating heavy crossbow +8 (1d10+1/19-
  20)
  Special Attacks call barrage (DC 13, 2d10 fire and 
  magic bludgeoning, 1/day), shadowspark (+7 ranged 
  touch, 30 ft. range, 3d6 damage, 3/day), sneak attack 
  +2d6
  Machinesmith Prototypes Prepared (CL 3rd)
  1st - expeditious retreat, magnify visionCN, shield
  STATISTICS
  Str 10, Dex 16, Con 12, Int 14, Wis 10, Cha 13
  Base Atk +4; CMB +4; CMD 17
  Feats Black Lightning BoltNE, Daylight AdaptationNE, 
  Improved Initiative, Skill Focus (Disable Device)
  Skills Climb +5, Craft (blacksmithing) +13, Disable 
  Device +13 (+16 to disarm traps), Knowledge (arcana) 
  +11, Knowledge (engineering) +12, Perception +10 
  (+13 to find traps), Profession (engineer) +6, Stealth 
  +11, Swim +5, Use Magic Device +11
  Languages Common, Ancient Arman, Exodite, Khaynite
  SQ crafter, crafting expertise, great work (analyzer), 
  machinesmith trick (extra analyzer charges), repair
  (2d6, 3/day), rogue talent (fast stealth), trapfinding
  Combat Gear alchemist’s fire (2), pebbles of flameNE, 
  potions of cure light wounds (2), smokesticks (4); Other 
  Gear +1 heavy repeating crossbow and 20 bolts, 
  masterwork shortsword, daggers (2), +1 chain shirt, 
  analyzer [+2 Knowledge (arcana) checks, detect magic 
  and detect poison at will, death watch (1 charge)], true 
  strike (1 charge), 8 charges per day),  feather tokens 
  (bird) (2), climbing kit, masterwork artisan’s tools
  Boon A forward observer can call a barrage on the 
  location of enemies of the PCs, or scout one location 
  for the PCs, noting numbers, defenses, and traps, if any.
  SPECIAL ABILITIES
  Call Barrage (Ex) As a standard action, once per day, 
  where the Protectorate has deployed its artillery, the 
  protectorate artillerist can call a barrage on a target 
  location. The barrage does 2d10 points of fire and 
  magic bludgeoning damage (the damage is considered 
  half fire and half magic bludgeoning) to a 30-foot 
  radius area. Targets hit can make a Ref save for half 
  damage (DC 10 + class level + Int mod). Targets must 
  also make a Fort save (same DC) or be deafened for 5 
  minutes.
  Crafter (Ex) The machinesmith adds +1 to all his Craft 
  skill checks.
  Crafting Expertise (Su) The machinesmith gains Craft 
  Wondrous Item as a bonus feat.
  Greatworks (Su): Analyzer The machinesmith has 
  created a device that communicates audio and visual 
  information. Using the analyzer is a standard action. 
  The analyzer is tiny, has AC 10 (when not being held), 
  hardness 5, hp 10. It can be held or worn. When worn, 
  it utilizes the wrist magic item slot. The machinesmith 
  can use some analyzer powers at will, while others 
  expend charges. These charges return automatically if 
  not used for 8 consecutive hours.
  Machinesmith Trick: Extra Charges (Analyzer 
  Augmentation) (Su) The machinesmith has learned to 
  increase the output from the mobius core located in his 
  analyzer, gaining 3 more charges.
  Prototypes (Su) The machinesmith can create 
  magically imbued prototypes that can mimic certain 
  spells. He manufactures a small, hand-held prototype, 
  and then imbues the prototype with mobius energy. 
  Prototypes behave in some ways like spells. Their 
  effects can be dispelled or resisted with spell resistance. 
  Use the machinesmith’s level as the caster level.
  Repair (Su): A machinesmith can fix broken items with 
  a mere touch, repairing 2d6 points of damage, up to 5 
  times per day. This ability can heal constructs.
  Rare is the p’tan with the intelligence to pursue the study of 
  engineering. However, some exceptional individuals exist, 
  and the Protectorate has taken advantage and incorporated 
  them into the artillerist ranks. Their natural inclinations 
  toward stealth usually put them in the position of forward 
  observers, units sent out to gather intelligence on enemy 
  troop movements and call in artillery strikes where needed.
  SENIOR ARTILLERIST 
  CR 10
  XP 9,600
  Male human (Arman) gunslinger 1/rogue 5/protectorate 
  artillerist 5
  LN Medium humanoid
  Init +7; Senses Perception +11
  
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  DEFENSE
  AC 19, touch 13, flat-footed 16 (+ 6 armor, +3 Dex)
  hp 70 (10d8+1d10+16)
  Fort +8, Ref +12, Will +7; +1 vs. traps
  Defensive Abilities evasion, gunslinger’s dodge, trap 
  sense +1, uncanny dodge
  OFFENSE
  Speed 30 ft.
  Melee +1 light mace +11/+6 (1d6+1) or bayonet +7 
  (1d6)
  Ranged +1 musket +12 (1d12+1/x4)
  Special Attacks call barrage (DC 18, 10d10 fire and 
  magic bludgeoning, 5/day), Construct Weaknesses 
  (attack weak point, siege expert), deadeye, master of 
  machines (DC 18), sneak attack +3d6
  STATISTICS
  Str 10, Dex 16, Con 12, Int 16, Wis 14, Cha 8
  Base Atk +7; CMB +10; CMD 20
  Feats Agile Maneuvers, Extra Grit, Gunsmithing, 
  Improved Initiative, Point-Blank Shot, Precise Shot, 
  Rapid Reload (musket), Signature Deed (deadeye), Skill 
  Focus (disable device), Weapon Finesse, Weapon Focus 
  (musket)
  Skills Acrobatics +11, Climb +8, Craft (blacksmithing) 
  +19, Craft (gunsmithing) +19, Disable Device +22 
  (+27 to disarm traps), Knowledge (arcana) +11, 
  Knowledge (engineering) +17, Knowledge (geography) 
  +11, Perception +11 (+16 to spot traps), Profession 
  (engineer) +16, Ride +11, Sense Motive +10, Sleight of 
  Hand +16, Stealth +10
  Languages Common, Ancient Arman, Sorcerous
  SQ deeds (quick clear), grit (4 points), rogue talents 
  (finesse rogue, stand up)
  Combat Gear potion of bull’s strength, potion of cat’s 
  grace, potion of cure serious wounds;  Other Gear 
  +1 musket with 10 paper alchemical cartridges, 3 
  powderhorns, 30 bullets, +1 light mace, bayonet, +2 
  chain shirt, cloak of resistance +1, abacus, gunsmith’s kit, 
  masterwork artisan’s tools
  Boon A senior artillerist can authorize the PCs to 
  purchase firearms at a 10% discount from the Forger’s 
  Guild. Alternately, he can have one structure of the PCs 
  choice demolished by artillery fire, provided doing so 
  would not violate Protectorate law.
  SPECIAL ABILITIES
  Call Barrage (Ex) As a standard action, five times per 
  day, where the Protectorate has deployed its artillery, 
  the protectorate artillerist can call a barrage on a target 
  location. The barrage does 10d10 points of fire and 
  magic bludgeoning damage (the damage is considered 
  half fire and half magic bludgeoning) to a 30-foot 
  radius area. Targets hit can make a Ref save for half 
  damage (DC 10 + class level + Int mod). Targets must 
  also make a Fort save (same DC) or be deafened for 5 
  minutes.
  Construct Weakness: Attack Weak Point (Ex) The 
  protectorate artillerist may ignore a construct’s 
  hardness.
  Construct Weakness: Bleed construct (Ex) The 
  protectorate artillerist’s attacks may cause a construct 
  to bleed or take ability damage or drain.
  Construct Weakness: Find weakness (Ex) The 
  protectorate artillerist may ignore a construct’s DR.
  Construct Weakness: Siege Expert (Ex) The 
  protectorate artillerist deals double damage to 
  inanimate structures.
  Master of Machines (Su) The protectorate artillerist can 
  attempt to take control of an uncontrolled construct. 
  He must spend one round concentrating in full view 
  of the construct. If he takes damage, he must make a 
  concentration check, as if casting a zero-level spell, as a 
  5th level caster. At the end of the round, the construct 
  must make a Will save (DC 10 + class level + Intelligence 
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  mod) or be controlled by the artillerist for the next 
  five minutes. This ability has no effect on constructs 
  with an Intelligence score. Constructs that are actively 
  controlled cannot be affected.
  Usually in charge of a unit of artillery, a gaggle of junior 
  engineers, and at least one forward observer, the senior 
  artillerist’s mission is often to breach enemy defenses 
  or to destroy a particular piece of engineering, such as 
  a bridge or dock. His ability to determine weak points 
  in construction is a coveted skill and used to the best 
  advantage of the Protectorate.
  PROtECtORAtE 
  PEACEKEEPERS
  Religious warriors of the Sanguine Covenant as well as 
  the Protectorate, these fighting men and women are trained 
  from the time they are children to serve the interests of the 
  church and the state. They are fiercely loyal. They consider 
  it their sworn duty to defend the Protectorate from both 
  foreign enemies as well as local heretics and political 
  dissidents.
  PEACEKEEPER TROOPER  
  CR 3
  XP 1,200
  Male human (Arman) fighter (peacekeeper) 4
  NG Medium humanoid
  Init +3; Senses Perception +1
  DEFENSE
  AC 21, touch 13, flat-footed 17 (+ 6 armor, +2 Dex, +1 
  dodge, +2 shield)
  hp 38 (4d10+12)
  Fort +6, Ref +3, Will +3; +1 vs. fear, +2 vs. mind-
  affecting
  Defensive Abilities bravery +1
  OFFENSE
  Speed 20 ft.
  Melee mwk longsword +9 (1d8+5/19-20) 
  Ranged mwk heavy crossbow +8 (1d10+2/19-20)
  Special Attacks diligence (religious fervor, 7 rounds/
  day)
  TACTICS
  Base statistics When not using religious fervor, the 
  peacekeeper trooper has no bonus vs. mind-affecting 
  effects; Melee mwk longsword +7 (1d8+3/19-20); 
  Ranged mwk heavy crossbow +6 (1d10/19-20)
  STATISTICS
  Str 17, Dex 14, Con 14, Int 10, Wis 12, Cha 8
  Base Atk +4; CMB +7; CMD 19
  Feats Cleave, Dodge, Endurance, Intimidating Prowess, 
  Iron Will, Power Attack
  Skills Intimidate +8, Knowledge (religion) +6, Ride +1
  Languages Common
  Combat Gear potion of cure moderate wounds; Other 
  Gear masterwork longsword, masterwork
  heavy crossbow and 10 bolts, masterwork chainmail, 
  masterwork heavy steel shield, silver holy symbol, light 
  horse (combat trained), military saddle
  Boon A peacekeeper trooper can accompany the PCs 
  on a mission for up to three days provided it coincides 
  with his alignment, religious conviction, and political 
  loyalties.
  SPECIAL ABILITIES
  Skills 
  A 
  peacekeeper 
  replaces 
  Knowledge 
  (dungeoneering) with Knowledge (religion) in his class 
  skills.
  Diligence: Religious Fervor (Ex) Once per day, as a 
  swift action, the peacekeeper may enter a religious 
  trance that lasts up to 7 rounds. While in the trance, the 
  peacekeeper gains a +2 sacred bonus to attack rolls, 
  weapon damage, and Will saves against mind-affecting 
  spells. This ability replaces armor training 1.
  The trooper is the rank and file of the Protectorate 
  Peacekeepers, ready to do his duty either on the battlefield 
  or in the streets of Arman cities. His religious fervor serves 
  him well, strengthening him in battle. He looks kindly on 
  his fellow citizens, so long as they do nothing against the 
  law or the scripture of the Covenant.
  PEACEKEEPER OFFICER 
  CR 6
  XP 2,400
  Female human (Arman) fighter (peacekeeper) 7
  LN Medium humanoid
  Init +0; Senses Perception +1
  DEFENSE
  AC 20, touch 11, flat-footed 19 (+ 9 armor, +1 dodge)
  hp 64 (7d10+21)
  Fort +7, Ref +2, Will +3; +2 vs. fear
  Defensive Abilities bravery +2, diligence (faith is a 
  mountain +7)
  OFFENSE
  Speed 20 ft.
  Melee +1 greatsword +13/+8 (2d6+7/19-20) 
  Ranged masterwork heavy crossbow +8 (1d10/19-20)
  Special Attacks diligence (all is possible through faith 
  +7), weapon training (heavy blades +1)
  STATISTICS
  Str 16, Dex 10, Con 14, Int 10, Wis 12, Cha 14
  Base Atk +7; CMB +10; CMD 20
  Feats Cleave, Diehard, Dodge, Great Cleave, Intimidating 
  Prowess, Iron Will, Power Attack, Weapon Focus 
  (greatsword), Weapon Specialization (greatsword)
  Skills Intimidate +15, Knowledge (religion) +10, Ride 
  +3
  Languages Common
  
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  Combat Gear potions of cure moderate wounds 
  (2); Other Gear +1 greatsword, masterwork heavy 
  crossbow and 10 bolts, +1 agile half-plate, feather token 
  (whip), heavy horse (combat trained), military saddle, 
  silver holy symbol
  Boon A peacekeeper officer can help the PCs purchase 
  magical or mundane armor and weapons at a 10% 
  discount, or put in a good word with the Sanguine 
  Covenant, providing a +2 circumstance bonus to social 
  skills when dealing with local Covenant clergy.
  SPECIAL ABILITIES
  Skills 
   
  A 
  peacekeeper 
  replaces 
  Knowledge 
  (dungeoneering) with Knowledge (religion) in her class 
  skills.
  Diligence: All is Possible Through Faith (Su) Once a 
  day, as a swift action, the peacekeeper gains a bonus to 
  CMB equal to her class level for one round. This ability 
  replaces armor training 1.
  Diligence: Faith is a Mountain (Su) Once a day, as 
  a swift action, the peacekeeper gains a bonus to her 
  CMD equal to her class level for one round. This ability 
  replaces armor training 2.
  The Peacekeeper officer is the stalwart leader of squads of 
  troopers, perhaps leading patrols to maintain the safety and 
  security of the city, hunting known heretics evading the 
  law. Or she may be a battlefield officer, using her troops 
  to bolster the lines and the morale of Protectorate troops 
  at war. Her faith and skill at arms make her a fierce and 
  determined opponent.
  PEACEKEEPER COMMANDER 
  CR 10
  XP 9,600
  Female human (Arman) fighter (peacekeeper) 11
  LN Medium humanoid
  Init +2; Senses ; Perception +10
  DEFENSE
  AC 25, touch 12, flat-footed 23 (+ 10 armor, +1 Dex, +1 
  dodge, +3 shield)
  hp 98 (11d10+33)
  Fort +9, Ref +5, Will +4; +3 vs. fear
  Defensive Abilities bravery +3
  OFFENSE
  Speed 30 ft.
  Melee +1 chain swordNE +17/+12/+7 (1d8+6/19-20) or
  mwk longsword +15/+10/+5 (1d8+4/19-20)
  Ranged +1 composite longbow +14/+9/+4 (1d8+4/x3)
  Special Attacks weapon training (flails +2, heavy 
  blades +1)
  Spell-Like Abilities (CL 11th)
  1/day - shield of faith
  STATISTICS
  Str 16, Dex 14, Con 14, Int 14, Wis 8, Cha 10
  Base Atk +11; CMB +14; CMD 25
  Feats Bleeding Critical, Critical Focus, Combat Expertise, 
  Dodge, Greater Trip, Improved Critical (chain sword), 
  Improved Disarm, Improved Trip, Intimidating Prowess, 
  Improved Vital Strike, Iron Will, Mobility, Vital Strike
  Skills Intimidate +17, Knowledge (engineering) +16, 
  Knowledge (religion) +16, Perception +10, Ride +9
  Languages Common, Ancient Arman, Sorcerous
  SQ fiery speech, zealous argument
  Combat Gear potion of bull’s strength, potion of cure 
  serious wounds, potion of delay poison; Other Gear +1 
  chain swordNE, +1 composite longbow (+3 Str) and 20 
  arrows, masterwork longsword, dagger, +1 full plate, 
  +1 heavy steel shield, cloak of resistance +1, heavy horse 
  (combat trained), military saddle, silver holy symbol
  Boon A peacekeeper commander can assist in finding 
  brave and loyal fighters. A character with the Leadership 
  feat gains a +2 bonus to his score when recruiting 
  followers. Other PCs can hire mercenaries at a 20% 
  discount.
  SPECIAL ABILITIES
  Diligence: Fiery Speech (Su) Once per day, if the 
  peacekeeper spends at least five minutes before a 
  battle speaking to her troops, they gain a bonus to 
  their first saving throw equal to half her class level. This 
  ability replaces armor training 1.
  Diligence: Shield of faith (Sp) As a move action, the 
  peacekeeper may call upon the power of the Sanguine 
  Lord to protect her. This acts as a shield of faith spell 
  with the caster level equal to his class level. This ability 
  replaces armor training 2.
  Diligence: Zealous Argument (Su) Once per day the 
  peacekeeper may add her class level to any Charisma-
  based check. This ability replaces armor training 3.
  The Peacekeeper commander is usually in charge of a 
  garrison, sending her troops where they are most needed. 
  When the need for her to join the combat comes, she 
  exhorts her men on to victory. Lashing at opponents from 
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  the back rank with her chain sword, if need be she will 
  draw he blade and fill a gap in the line should one of her 
  brethren fall.
  SECtION OMEGA ID HUNtERS
  The primary function of the id hunters is the tracking 
  and neutralization of those psychic individuals that have 
  refused the offers from Section Omega during initial 
  contact. At this point, their job is to subdue the subject and 
  affix a psychic annihilator. Failing that they will terminate 
  the individual.
  HUNTER TRAINEE 
  CR 5
  XP 1,600
  Male human (Nasian) psychic warrior 6
  LN Medium humanoid
  Init +5; Senses Perception +11
  DEFENSE
  AC 18, touch 11, flat-footed 17 (+ 7 armor, +1 Dex)
  hp 48 (6d8+18)
  Fort +7, Ref +3, Will +5
  OFFENSE
  Speed 30 ft.
  Melee +1 heavy flail +7 (1d10+3/19-20) or longsword 
  +6 (1d8+2/19-20) 
  Ranged sling +5 (1d4+2)
  Special Attacks martial power, maneuver, trance
  Psychic Warrior Powers Known (ML 6th, power 
  points 21, concentration +13)
  2nd - animal affinity, detect hostile intent, dissolving 
  weapon
  1st - catfall, detect psionics, empty mindP, force screen, 
  metaphysical weaponP
  STATISTICS
  Str 14, Dex 13, Con 14, Int 10, Wis 16, Cha 8
  Base Atk +4; CMB +6; CMD 17
  Feats Combat Manifestation, Focused Sunder, 
  Improved Initiative, Improved Sunder, Power Attack, 
  Skill Focus (Survival), Speed of Thought
  Skills Acrobatics +7, Autohypnosis +11, Diplomacy +3, 
  Knowledge (psionics) +9, Perception +11, Spellcraft +8, 
  Survival +11
  Languages Common
  SQ path skill, warrior’s path (weaponmaster)
  Combat Gear potion of cure moderate wounds, potion 
  of jump, psionic tattoos of float and vigor; Other Gear 
  +1 heavy flail, longsword, sling and 10 bullets, +1 
  chainmail, light horse (war trained) and military saddle
  Boon A trainee can arrange a meeting between the PCs 
  and an id hunter field operative or psychic overseer, or 
  pass a message to a higher ranking member of Section 
  Omega on their behalf.
  SPECIAL ABILITIES
  Maneuver The psychic warrior can expend his psionic 
  focus as an immediate action when an enemy attacks. 
  He can make a single melee attack against that enemy 
  and then take a 5-foot step. The enemy’s attack is 
  resolved first.
  Martial Power When the psychic warrior makes a 
  melee attack, he can manifest one of his path powers 
  as part of that attack action. The power takes effect 
  immediately after the attack has been finished. Touch 
  range powers are transmitted through the melee attack.
  Psionic Proficiency (Ex): The psychic warrior treats his 
  base attack bonus as equal to his psychic warrior level 
  for the purposes of requirements for psionic feats.
  Path Skill As part of his warrior’s path, the psychic 
  warrior gains a +2 bonus to Acrobatics.
  Trance While maintaining psionic focus, the psychic 
  warrior gains a +1 competence bonus on attack rolls 
  made with a weapon (natural weapons do not count 
  for this benefit).
  Warrior’s Path The psychic warrior has chosen to 
  adhere to the weaponmaster path. He gains the two 
  powers associated with the path, and they do not 
  count against his total number of powers known. 
  Knowledge (nobility) is a class skill.
  Trainees are those psychically gifted that have accepted 
  service with Section Omega but have not yet reached a 
  level of proficiency to begin development of id hunter 
  powers. They normally remain cloistered at Section Omega 
  headquarters, but those of sufficient skill are occasionally 
  taken on field assignments. Usually they are taken as back 
  up when a renegade psion or wilder of dangerous power 
  needs to be neutralized.
  ID HUNTER FIELD OPERATIVE 
  CR 9
  XP 6,400
  Female human (Arman) wilder 7/id hunter 3
  N Medium humanoid
  Init +6; Senses Perception +11
  DEFENSE
  AC 20, touch 15, flat-footed 16 (+ 5 armor, +1 deflection, 
  +2 Dex, +2 dodge)
  hp 64 (10d8+15)
  Fort +4, Ref +6, Will +9; +4 vs. illusions
  Defensive Abilities elude attack +2; Weakness psychic 
  enervation
  OFFENSE
  Speed 30 ft.
  Melee +1 punch dagger +8/+3 (1d4+1/x3)
  Ranged +1 blowgun +10/+5 (1 + poison)
  
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  Special Attacks mental suppression (DC 16), psiphon 
  (+7 touch, 1d3 power points) surge blast (+9 ranged 
  touch, 30 ft. range, 3d6 damage), surging euphoria +1
  Wilder Powers Known (ML 10th, power points 100, 
  concentration +17)
  5th - catapsi (DC 18)
  4th - power leech (DC 17)
  3rd - energy wall (fire), solicit psicrystal
  2nd - defy gravity, energy stun (fire) (DC 15)
  1st - control flames, energy ray (fire)
  STATISTICS
  Str 10, Dex 14, Con 12, Int 10, Wis 14, Cha 16
  Base Atk +7; CMB +7; CMD 19
  Feats Combat Manifestation, Expanded Knowledge, 
  Favored Energy (fire), Improved Initiative, Psicrystal 
  Affinity, Skill Focus (Survival), Third EyeSOS, Weapon 
  Focus (ray)
  Skills Acrobatics +12, Diplomacy +11, Knowledge 
  (psionics) +10, Perception +11, Sense Motive +10, 
  Spellcraft, +10, Stealth +12, Survival +14 (+17 to track, 
  +20 to track psionic creatures)
  Languages Common
  SQ improved surge bond, psicrystal, psionic track, 
  student’s surge, surge bond, wild surge +3
  Combat Gear dorje of force screen (50 charges), potion of 
  cure moderate wounds, psionic tattoos of detect psionics, 
  fortify, and vigor, 2 psychic annihilators; Other Gear +1 
  blowgun and 10 darts coated with bloodroot poison, 
  +1 punch dagger, +2 studded leather armor, ring of 
  protection +1, psychic shockerSO
  Boon The field operative can track and locate a single 
  NPC for the PCs, or identify the function of up to five 
  psionic items for them.
  SPECIAL ABILITIES
  Elude Attack (Ex) The wilder gains a +2 dodge bonus 
  to her Armor Class.
  Improved Surge Bond A student wilder gains the 
  Expanded Knowledge feat as a bonus feat.
  Manifesting Every level, the id hunter gains additional 
  power points per day and access to new powers as 
  if she had gained a level in the manifesting class she 
  belonged to before adding the prestige class.
  Mental Suppression (Su) As a free action, by expending 
  psionic focus following a successful use of Psiphon, the 
  id hunter can force her target to make a Will save (DC 
  10 + class level + Cha modifier) or be unable to manifest 
  psionic powers or use psi-like abilities until the end of 
  the id hunter’s next turn.
  Psiphon (Su) As a standard action, the Id Hunter can 
  make a touch attack against a psionic creature. If the 
  attack hits, she deals damage as though using an 
  unarmed strike; however, instead of dealing hit point 
  damage, she instead drains that many power points 
  from her target. The Id Hunter’ must be psionically 
  focused to use this ability.
  Psychic Enervation Immediately following each wild 
  surge, the wilder has a 15% chance to be overcome 
  by the strain of her effort. If the wilder is overcome by 
  psychic enervation, then she is dazzled for a number of 
  rounds equal to the level of wild surge used and loses a 
  number of power points equal to her normal manifester 
  level (the increase in manifester level from her wild 
  surge does not increase the number of power points 
  lost). If the wilder suffers psychic enervation again 
  while still suffering from a previous psychic enervation, 
  the penalties stack (additional -1 to attack rolls and 
  sight-based Perception checks) and the duration resets.
  Psionic Track (Su) As long as she maintains psionic 
  focus, the id hunter  gains a bonus on Survival checks 
  to track equal to her class level. If she is tracking is 
  a psionic creature, she adds double her class level 
  instead.
  Sanguine Covenant
  Section Omega
  ID HUNtER StRIKE tEAM LEADER
  
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  Student’s Surge The wilder has received some formal 
  training in psionics, but still uses raw emotions to 
  empower her abilities.
  Surge Blast (Su) The wilder can channel her wild surge 
  into a blast of energy. Expending her psionic focus, the 
  wilder can make a 30 ft. ranged touch attack that deals 
  1d6 points of force damage for every +1 to her wild 
  surge. Example: Amonai, a 15th level wilder has wild 
  surge +5, and thus deals 5d6 with his surge blast. Surge 
  blasts do not trigger psychic enervation.
  Surge Bond The wilder gains the Psicrystal Affinity feat 
  as a bonus feat.
  Wild Surge (Su) The wilder can invoke a wild surge 
  whenever she manifests a power. When she does so, she 
  gains +1 to her manifester level with that manifestation 
  of the power. She pays no extra power point for this 
  wild surge. Instead, the additional 1 power point that 
  would normally be required to augment the power is 
  effectively supplied by the wild surge.
  A wilder trained as an id hunter has value in the field. 
  Her assertive personality is an asset in negotiating with 
  those reasonable enough to listen. Should the target reject 
  an offer, or refuse to negotiate in the first place, then her 
  psionic powers and surge abilities offer options for swift 
  containment and neutralization of the target. 
  ID HUNTER STRIKE TEAM LEADER 
  CR 12
  XP 19,200
  Male human (Cordellian) monk 4/psychic warrior 4/id 
  hunter 5
  LE Medium humanoid
  Init +7; Senses ; Perception +14
  DEFENSE
  AC 19, touch 17, flat-footed 17 (+ 2 armor, +2 Dex, +1 
  monk, +4 Wis)
  hp 74 (12d8+16)
  Fort +12, Ref +11, Will +13; +2 vs. enchantment
  Defensive Abilities evasion, slow fall 20 ft., still mind
  OFFENSE
  Speed 40 ft.
  Melee unarmed strike +11/+6 (1d8+2) or unarmed 
  strike flurry of blows +9/+9/+9(1d8+2) or +1 kama 
  +12/+7 (1d6+3) or +1 kama flurry of blows +10/+10/+10 
  (1d6+3) 
  Ranged mwk light crossbow +12 (1d8/19-20)
  Special Attacks assassin’s path maneuver (+2d6), 
  assassin’s path trance (+2), mental suppression (DC 14), 
  overwhelm (DC 19), psiphon (+10 touch, 1d8 power 
  points), stunning fist (DC 19, 5/day), vampiric psiphon
  Psychic Warrior Powers Known (ML 9th, power 
  points 42, concentration +17)
  3rd - dimension slide, ectoplasmic form, empathic 
  feedback
  2nd - psionic scent, strength of my enemy, wall walker
  1st - detect psionics, distractW, force screen, grip of iron, 
  prevenom weaponW
  STATISTICS
  Str 14, Dex 14, Con 13, Int 10, Wis 18, Cha 8
  Base Atk +9; CMB +12; CMD 24
  Feats Combat Manifestation, Greater Psionic Fist, 
  Improved Grapple, Improved Initiative, Mirror MindSO,
  Psionic Fist, Psionic Meditation, Scorpion Style, Skill 
  Focus (survival)
  Skills Acrobatics +12, Autohypnosis +13, Climb +10, 
  Diplomacy +4, Intimidate +7, Knowledge (psionics) 
  +15, Perception +14, Sense Motive +9, Spellcraft +11, 
  Stealth +12, Survival +14 (+19 to track, +24 to track 
  psionic creatures)
  Languages Common
  SQ ki pool (magic), maneuver training, psionic track, 
  warrior’s path (assassin)
  Combat Gear potions of cure serious wounds (2), 2 
  psychic annihilators; Other Gear +1 kama, masterwork 
  light crossbow and 10 bolts, amulet of mighty fists +1, 
  bracers of armor +2, cloak of resistance +1, gloves of object 
  reading, lesser psionic restraintsSO, psychic shockerSO
  Boon The team leader can arrange the capture and 
  delivery of an NPC of 12th level or less to the PCs, so 
  long as the NPC has no value to Section Omega or the 
  Imperial Alliance.
  SPECIAL ABILITIES
  Maneuver When the psychic warrior strikes an enemy 
  with a melee attack and there are no other enemies 
  adjacent to him, he can expend his psionic focus to deal 
  an additional 2d6 damage.
  Manifesting Every level, the id hunter gains additional 
  power points per day and access to new powers as if he 
  had gained a level in the manifesting class he belonged 
  to before adding the prestige class.
  Mental Suppression (Su) As a free action, by expending 
  psionic focus following a successful use of Psiphon, the 
  id hunter can force his target to make a Will save (DC 10 
  + class level + Cha modifier) or be unable to manifest 
  psionic powers or use psi-like abilities until the end of 
  the id hunter’s next turn.
  Overwhelm Mind (Su) When the id hunter uses 
  Psiphon to reduce a creature to 0 power points, or 
  against non-psionic creatures or a psionic creature 
  that currently has no power points remaining, the 
  id hunter can expend his psionic focus to force that 
  creature to make a Will save (DC 20 + Cha modifier) or 
  fall unconscious for 1d4 minutes. This is considered a 
  mind-affecting effect.
  Path Skill As part of his warrior’s path, the psychic 
  warrior gains a +2 bonus to Stealth.
  
  NeoExodus chronicles:
  usual suspects
  45
  Psionic Proficiency (Ex) The psychic warrior treats his 
  base attack bonus as equal to his psychic warrior level 
  for the purposes of requirements for psionic feats.
  Psionic Track (Su) As long as he maintains psionic 
  focus, the id hunter  gains a bonus on Survival checks to 
  track equal to his class level. If he is tracking is a psionic 
  creature, he adds double her class level instead.
  Psiphon (Su) As a standard action, the Id Hunter 
  can make a touch attack against a psionic creature. If 
  the attack hits, he deals damage as though using an 
  unarmed strike; however, instead of dealing hit point 
  damage, he instead drains that many power points 
  from his target. The Id Hunter’ must be psionically 
  focused to use this ability.
  Trance While maintaining psionic focus, the psychic 
  warrior gains a +2 competence bonus on damage rolls.
  Vampiric Psiphon (Su) The id hunter gains a number 
  of power points equal to the amount he drains from an 
  opponent using Psiphon. The id hunter may not exceed 
  his normal maximum power points, although he can 
  continue to drain power points from his target even if 
  he has maximum power points.
  Warrior’s Path The psychic warrior has chosen to 
  adhere to the assassin path. He gains the two powers 
  associated with the path, and they do not count against 
  his total number of powers known. Stealth is a class 
  skill.
  Section Omega sends out strike team leaders when 
  the target is not a budding psychic, but one that has 
  already developed powers without the knowledge of the 
  organization. These individuals usually will not accede to 
  Section Omega’s demands. Since they are able to put up 
  considerable resistance, a strike team leader and his fellow 
  operatives will usually be dispatched. The end result is 
  usually the death of the individual being tracked.
  SECtION OMEGA  
  PSyCHIC OVERSEERS
  This arm of Section Omega provides vigilant surveillance 
  of the public at large, forever on the watch for unregistered 
  and uncontrolled psychic activity. They also provide 
  training for psionic individuals brought into the ranks. 
  When the situation calls for it, overseers will join id 
  hunters in the pursuit and elimination of dangerous targets, 
  particularly if the target has been marked.
  OVERSEER APPLICANT 
  CR 6
  XP 2,400
  Female human (Nasian) psion (telepath) 7
  LN Medium humanoid
  Init +5; Senses Perception +1
  DEFENSE
  AC 12, touch 11, flat-footed 11 (+ 1 armor, +1 Dex)
  hp 42 (7d6+21)
  Fort +4, Ref +4, Will +9
  OFFENSE
  Speed 30 ft.
  Melee +1 quarterstaff +3 (1d6)
  Ranged light crossbow +4 (1d8/19-20)
  Special Attacks mental intrusion
  Psi-Like Abilities
  At will - detect psionics
  Psion Powers Known (ML 6th, 56 power points, 
  concentration +9)
  4th - mind control (DC 17), telekinetic maneuver
  3rd - dispel psionics, false sensory input, mental barrier, 
  psionic blast (DC 16)
  2nd - brain lock, compelling voice, id insinuation, read 
  thoughts (DC 15)
  1st - empathic connection, force screen, inertial barrier, 
  mindlink, telepathic lash (DC 14)
  Sanguine Covenant
  Section Omega
  OVERSEER APPLICANt
  
  NeoExodus chronicles:
  usual suspects
  46
  STATISTICS
  Str 8, Dex 12, Con 12, Int 16, Wis 13, Cha 14
  Base Atk +3; CMB +2; CMD 13
  Feats Craft Wand, Force of WillSO, Improved Initiative, 
  Iron Will, Psychic SenseSO, Scribe Tattoo, Toughness 
  Skills Autohypnosis +11, Bluff +12, Diplomacy +12, 
  Knowledge (psionics) +13, Sense Motive +11, Spellcraft 
  +13
  Languages Common, Balite, Cavian, Gavean
  SQ discipline (telepathy), discipline talents
  Combat Gear potion of cure moderate wounds, psionic 
  tattoos of empty mind, force screen, and inertial barrier; 
  Other Gear +1 quarterstaff, light crossbow and 10 
  bolts, bracers of armor +1, cloak of resistance +1
  Boon An applicant can provide dorjes and psionic 
  tattoos to the PCs at a 10% discount, providing that 
  doing so would not violate Section Omega rules. 
  Alternately she can use her influence and psionic 
  powers to provide the PCs with requested information 
  concerning a particular NPC (consider this an automatic 
  success on a DC 30 Diplomacy check to gather 
  information.)
  SPECIAL ABILITIES
  Detect psionics (Ps): The psion can use detect psionics 
  at will, as long as she maintains psionic focus. This 
  does not require any power point expenditure, and the 
  power cannot be augmented.
  Mental Intrusion (Ex) As long as she maintains psionic 
  focus, the psion increases the save DC of any mind-
  affecting power manifested by 1 for every 2 power 
  points spent augmenting the power, provided the 
  augmentation does not already increase the power’s 
  save DC. She may spend additional power points 
  augmenting a mind-affecting power’s save DC even 
  on a power that normally does not have any augment 
  options.
  A psion trained within Section Omega is often on the track 
  to become a psychic overseer, especially if they are gifted 
  in the areas of telepathy or clairvoyance. However, there 
  are many roles within the organization that can be filled by 
  a gifted psion. Many are utilized to craft psionic devices 
  for use by the organization’s agents, or to inscribe psionic 
  tattoos upon agents for use in the field.
  PSYCHIC OVERSEER 
  CR 10
  XP 9,600
  Female human (Sametian) seer 7/ psychic overseer 4
  LN Medium humanoid
  Init +7; Senses ; Perception +16
  DEFENSE
  AC 15, touch 13, flat-footed 12 (+ 2 armor, +1 Dex, +2 
  dodge)
  hp 70 (11d6+29)
  Fort +4, Ref +4, Will +11
  OFFENSE
  Speed 30 ft.
  Melee +1 quarterstaff +5 (1d6)
  Ranged light crossbow +6 (1d8/19-20)
  Psi-Like Abilities (ML 11th, concentration +14)
  At will - detect psionics
  Psion Powers Known (ML 11th, power points 148, 
  concentration +14)
  6th - greater precognition, retrieve
  5th - clairtangent hand, pierce the veil, power resistance, 
  second chance
  4th - aura sight, intellect fortress, remote viewing, trace 
  psychoport
  3rd - dispel psionics, escape detection, fate link, ubiquitous 
  vision
  2nd - breach, clairvoyant sense, object reading, sensitivity 
  to psychic impressions
  1st - defensive precognition, demoralize, destiny 
  dissonance, force screen, missive, precognition
  STATISTICS
  Str 8, Dex 12, Con 12, Int 18, Wis 14, Cha 14
  Base Atk +5; CMB +4; CMD 15
  Feats Dodge, Force of WillSO, Improved Initiative, 
  Iron Will, Psionic Dodge, Psionic Endowment, Psionic 
  InitiativeSO, Psionic Meditation, Toughness 
  Skills Autohypnosis +16, Bluff +9, Diplomacy +16, 
  Intimidate +9, Knowledge (arcana) + 18, Knowledge 
  (psionics) +18, Perception +16, Sense Motive +9, 
  Spellcraft +18, Use Magic Device +9
  Languages Common, Balite, Cavian, Gavean
  SQ fast sweep, focused sweep, follow mark, mark target 
  (DC 17), mind sweep, recovered information
  Combat Gear dorje of energy ray (electricity, 3d6, 50 
  charges), psionic tattoo of defy gravity, potion of cure 
  serious wounds, shard (Use Magic Device +5), 2 psychic 
  annihilators; Other Gear +1 quarterstaff, light crossbow 
  and 10 bolts, bracers of armor +2, headband of vast 
  intelligence +2
  Boon A psychic overseer can locate a psionic NPC or 
  an NPC in possession of psionic items for the PCs, or 
  maintain surveillance on that NPC’s location for up to 
  three days on their behalf.
  SPECIAL ABILITIES
  Detect psionics (Ps) The psion can use detect psionics 
  at will, as long as she maintains psionic focus. This 
  does not require any power point expenditure, and the 
  power cannot be augmented.
  Fast Sweep (Su) The psychic overseer can perform a 
  mind sweep (regular or focused) in one minute.
  Focused Sweep (Su) Instead of sweeping a broad area, 
  she can make a mental scan of a 5 mile radius sphere 
  centered on herself and know, down to the nearest 
  100 ft., the location of all psionic creatures and objects 
  within the affected area.
  
  NeoExodus chronicles:
  usual suspects
  47
  Follow Mark (Su) The psychic overseer can detect a 
  mind marked by either the mark target or the mark 
  mind class feature. As a standard action, she may 
  determine if such a mind is within 1 mile, and, if so, in 
  what direction the marked mind can be found.
  Manifesting Every level, the psychic overseer gains 
  additional power points per day and access to new 
  powers as if she had gained a level in the manifesting 
  class she belonged to before adding the prestige class.
  Mark Target (Su) The psychic overseer can mark a 
  target in a limited fashion. Once per day, she can 
  attempt to mark a target in line of sight by maintaining 
  line of sight on the target for one minute. The target 
  must make a successful Will save (DC 15 + Cha modifier) 
  or be subjected to a mark detectable by all psychic 
  overseers. This mark lasts for 24 hours.
  Mind Sweep (Su) By meditating for 10 minutes, the 
  psychic overseer can take a mental survey of a 110 
  square mile area. She is aware of all psionic creatures 
  within this area and their general direction, although 
  she cannot pinpoint their location within the swept 
  area.
  Recovered Information (Su) The seer, as long as 
  she maintains psionic focus, can learn about any two 
  psionic effects currently in effect (if any) on a target 
  that successfully saves against a Clairsentience power 
  she’s manifested. Each subsequent successful save 
  against a Clairsentience power she manifests transfers 
  information about another two psionic effects currently 
  in effect (if any) on the target. If there are no psionic 
  powers in effect on the target that she does not already 
  know, then she learns information about any two 
  psionic items the creature currently possesses, as if you 
  she had identified the items. This effect does not give 
  any information on artifacts.
  Psychic overseers with a focus in clairsentience serve 
  Section Omega in the usual manner of detecting psychically 
  active individuals and approaching them peacefully with 
  the choice of joining the organization or taking the psychic 
  annihilator. In the case of dangerous psionic creatures, 
  they are often the ones to accompany a team of id hunters, 
  as their additional means of uncovering information on 
  the target as well as determining their location provide a 
  complimentary skill set to the hunters’ abilities.
  OVERSEER TASKMASTER CR 14
  XP 38,400
  Female gevet telepath 10/psychic overseer 5
  LE Medium outsider (native)
  Init +7; Senses darkvision 60 ft.; Perception +15
  DEFENSE
  AC 17, touch 15, flat-footed 14 (+ 1 armor, +2 deflection, 
  +1 Dex, +2 dodge, +1 natural)
  hp 80 (15d6+25)
  Fort +7, Ref +7, Will +13
  Resist fire 5
  OFFENSE
  Speed 30 ft.
  Melee +1 psychokinetic quarterstaff +7/+2 (1d6+1d4)
  Ranged +2 heavy crossbow +9 (1d10+2/19-20)
  Special Attacks mental intrusion
  Psi-Like Abilities (ML 15th, concentration +20)
  At will - detect psionics
  Psion Powers Known (ML 15th, 212 power points, 
  concentration +20)
  8th - mind seed
  7th - crisis of life (DC 21), decerebrate (DC 21), psychosis 
  (DC 21), ultrablast (DC 21)
  6th - aura alteration, sustained flight, temporal 
  acceleration, trigger power
  5th - catapsi, metaconcert, mind probe (DC 19), psychic 
  crush (DC 19)
  Sanguine Covenant
  Section Omega
  OVERSEER tASKMAStER
  
  NeoExodus chronicles:
  usual suspects
  48
  4th - correspond, death urge (DC 18), memory 
  modification(DC 18), mind control (DC 18)
  3rd - crisis of breath (DC 17), dispel psionics, hostile 
  empathic transfer (DC 17), mind trap
  2nd - brain lock (DC 16), compelling voice (DC 16), mass 
  missive, read thoughts (DC 16)
  1st - conceal thoughts, empathic connection, force 
  screen, inertial armor, mindlink, telepathic lash (DC 15)
  STATISTICS
  Str 9, Dex 12, Con 12, Int 20, Wis 14, Cha 14
  Base Atk +7; CMB +6; CMD 17
  Feats Dodge, Force of WillSO, Improved Initiative, 
  Inquisitor, Iron Will, Power Penetration, Psionic Dodge, 
  Psionic Endowment, Psionic InitiativeSO, Psionic 
  Meditation, Toughness 
  Skills Autohypnosis +15, Bluff +15, Disguise +15, 
  Diplomacy +20, Knowledge (arcana) +23, Knowledge
  (psionics) +23, Perception +15, Sense Motive +20 (+22 
  vs. Bluff, +32 if focus expended), Spellcraft +23, Use 
  Magic Device +15
  Languages Common, Aklo, Balite, Cavian, Gavean
  SQ fast sweep, focused sweep, follow mark, mark mind, 
  mark target, mind sweep, outsider blood, telepathy
  Combat Gear potions of cure serious wounds (2), potion of 
  protection from fire, potion of remove blindness/deafness, 
  2 psychic annihilators; Other Gear +1 psychokinetic 
  quarterstaff, +2 heavy crossbow and 10 bolts, amulet of 
  natural armor +1, boots of landing, bracers of armor +1, 
  cloak of resistance +1, headband of mental prowess +2 
  (Int and Wis), ring of protection +2
  Boon The overseer taskmaster can attempt to extract 
  information from an NPC’s mind on behalf of the 
  PCs, under the pretense of an official investigation. 
  Alternately, he can use his influence to make one NPC 
  more responsive to the PCs (treat as a Diplomacy roll 
  of 40 to change the initial attitude of an NPC on behalf 
  of the PCs).
  SPECIAL ABILITIES
  Detect psionics (Ps) The psion can use detect psionics 
  at will, as long as she maintains psionic focus. This 
  does not require any power point expenditure, and the 
  power cannot be augmented.
  Fast Sweep (Su) The psychic overseer can perform a 
  mind sweep (regular or focused) in one minute.
  Focused Sweep (Su) Instead of sweeping a broad area, 
  she can make a mental scan of a 5 mile radius sphere 
  centered on herself and know, down to the nearest 
  100 ft., the location of all psionic creatures and objects 
  within the affected area.
  Follow Mark (Su) The psychic overseer can detect a 
  mind marked by either the mark target or the mark 
  mind class feature. As a standard action, she may 
  determine if such a mind is within 1 mile, and, if so, in 
  what direction the marked mind can be found.
  Manifesting Every level, the psychic overseer gains 
  additional power points per day and access to new 
  powers as if he had gained a level in the manifesting 
  class he belonged to before adding the prestige class.
  Mark Mind (Su) Once per day, the psychic overseer may 
  permanently mark the mind of a creature so that other 
  psychic overseers can detect it. Mark mind has a range 
  of line of sight, and can even be used remotely by a 
  psychic overseer using the remote viewing power (this 
  ends remote viewing’s effect, but does not require a 
  concentration check). If the psychic overseer maintains 
  line of sight to his target for one full minute, the target 
  must make a Will save (DC 20 + Cha modifier) or be 
  subjected to a mark detectable by all psychic overseers. 
  A marked creature can remove the mark via miracle, 
  psychic chirurgery, reality alteration or wish. Mind 
  blank and similar effects suppress the mark’s effect, but 
  do not remove it.
  Mark Target (Su) The psychic overseer can mark a 
  target in a limited fashion. Once per day, he can 
  attempt to mark a target in line of sight by maintaining 
  line of sight on the target for one minute. The target 
  must make a successful Will save (DC 15 + Cha modifier) 
  or be subjected to a mark detectable by all psychic 
  overseers. This mark lasts for 24 hours.
  Mental Intrusion (Ex) As long as he maintains psionic 
  focus, the psion increases the save DC of any mind-
  affecting power he manifests by 1 for every 2 power 
  points spent augmenting the power, provided the 
  augmentation does not already increase the power’s 
  save DC. He may spend additional power points 
  augmenting a mind-affecting power’s save DC even 
  on a power that normally does not have any augment 
  options.
  Mind Sweep (Su) By meditating for 10 minutes, the 
  psychic overseer can take a mental survey of a 110 
  square mile area. He is aware of all psionic creatures 
  within this area and their general direction, although 
  he cannot pinpoint their location within the swept area.
  Outsider blood Gevet count as both outsider (native) 
  and human for any effect related to race.
  A powerful telepath that becomes a high ranking overseer 
  can be a terrifying thing. He is ruthlessly devoted to 
  the cause of Section Omega. His coercive skills are 
  formidable. However, should anyone refuse to join or pose 
  an active threat, his mental prowess can dismantle foes in 
  vicious and terrible ways.
  
  The following text is the property of Wizards of the Coast, Inc. and 
  is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights 
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  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material 
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  EXODUS BOASTS A TURBULENT 
  HISTORY - FROM THE RISE OF THE 
  KAGA TO THE DEFEAT OF THE FIRST 
  ONES AND THE EVENTS OF THE 
  TWILIGHT WAR. FROM CREATION OF 
  THE IMPERIAL ALLIANCE TO THE 
  PRESENT CRISIS THAT THREATENS 
  TO TEAR THAT ALLIANCE APART. 
  GREAT HEROES AND TERRIBLE 
  VILLAINS DROVE ITS MARCH, 
  THOUGH EVEN IN HINDSIGHT THE 
  TWO ARE NOT ALWAYS EASILY 
  SEPARATED. 
  THEIRS 
  WERE 
  THE 
  TITANIC 
  PASSIONS, 
  THE 
  BURNING OBSESSIONS AND BASE 
  TREACHERIES IN WHICH MODERN 
  EXODUS 
  WAS 
  FORGED 
  AND 
  TEMPERED. 
  THE WORLD OF EXODUS  
  NEEDS HEROES...
  
  3.5 SYSTEM COMPATIBLE
  LPJXX22
  world of Exodus
  Ne o e xo du s  C hr o nic le s :
  Campaign Setting
  3.5 SYSTEM COMPATIBLE
  NeoExodus: A House Divided Campaign Setting Special NeonCon 2011 Edition
  Exodus boasts a turbulent history - from the rise of the Kaga to the 
  defeat of the First Ones and the events of the Twilight War. From 
  creation of the Imperial Alliance to the present crisis that threatens 
  to tear that alliance apart. Great heroes and terrible villains drove its 
  march, though even in hindsight the two are not always easily sepa-
  rated. Theirs were the titanic passions, the burning obsessions and base 
  treacheries in which modern Exodus was forged and tempered. The 
  world of Exodus Needs heroes…
  Inside this book you will find you’ll need to embark on adventures in 
  the exciting setting of NeoExodus: 
   •  The history of the world of Exodus from The Reign of the First 
  Ones to The Dominion-Protectorate Wars and The Twilight War to 
  the creation of the Imperial Alliance. 
   •  The Nation of Exodus including the powerful Caneus Empire, to 
  the magic wielding Dominion, to the mechanical powered Arman 
  Protectorate, the unifying Imperial Alliance and many more.
   •  Religious of Exodus including The Cult of the Emissary, Khayne, 
  Lawgiver, Sanguine Covenant and Xonism.
   •  9 All new races usable as player characters or NPCs including the 
  Cavians who are psionic rat-men; the Cyneans who are arcane 
  crystalline humanoids; Dalreans who are plantlike humanoids; and 
  the P’tans who are feline-looking creatures that can conjure black 
  lightning. 
   •  New Base classes, archetypes and prestige classes including 
  Apothecary, High Guard, Janissary, Peacekeeper and Protectorate 
  Artillerist.
   •  Over 80 new Feats including Anatomical Targeteer, Black 
  Lightning Sheath, Craft Magic Candle, Hail of Thorns, Information 
  Network, Plantsight and Terran Sorcery.
   •  Over 55 new spells including Babble Sphere, Bind Shape Changer, 
  Cone Of Claws, Feast Of Maggots, Hellish Reprisal, Sensory 
  Depravation and Wall Of Silence.
   •  New mundane and magical items including Alchemist’s Bandolier, 
  Bal spearclub, Instant Rope, Magic Candles, Panther Hide Armor, 
  Quick-Setting Glue and Telescopic Staff.
   •  Over 20 new monsters and Templates including Arcaneslime, 
  Draco, Necryos, Protectorate Golem and Razofiend.
  3.5 SYSTEM COMPATIBLE
  LPJ9484
  $26.99
  NeoExodus: A House Divided Campaign Setting 
  LPJ9484
  3.5 SYSTEM COMPATIBLE
  LPJ9516
  folding circle
  e ne mie s  o f  Ne o e xo du s :
  first ones
  e n e m i e s  o f  N e o e x o d u s :
  3.5 SYSTEM COMPATIBLE
  LPJ9506
  The Perfect Starting Point!
  3.5 SYSTEM COMPATIBLE
  Start
  Here!
  www.lpjdesign.com
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Louis Porter Jr. Design/LPJ9439 - NeoExodus Chronicles - Usual Suspects.pdf