TEXT: 1
  MediuMs 
  Occult Character Codex
  
  2
  MediuMs 
  Occult Character Codex
  Credits
  Authors: Julian Neale
  Artist: Ivan Dixon, Jason Juta, Christopher Kimball, Chris   
  McFann, Gordon Napier, Steve Wood
  Design and Layout: Rick Hershey
  Legendary Games Team Members: Clinton J. Boomer, 
  Robert Brookes, Benjamin Bruck, Matthew Goodall, 
  Jim Groves, Thurston Hillman, Tim Hitchcock, Victoria 
  Jaczko, Jonathan H. Keith, Jeff Lee, Nicolas Logue, Will 
  McCardell, Julian Neale, Jason Nelson, Richard Pett, Tom 
  Phillips, Alistair Rigg, Amber Scott, Mark Seifter, Tork 
  Shaw, Mike Shel, Neil Spicer, Todd Stewart, Russ Taylor, 
  Greg A. Vaughan, Mike Welham, Linda Zayas-Palmer, 
  and Clark Peterson
  Editing and Development: Jason Nelson
  Publisher: Jason Nelson
  Executive Partner: Neil Spicer
  Business Director: Rachel Ventura
  Special Thanks: Erik Mona, Lisa Stevens, James Jacobs and 
  the Paizo staff for their excellent Pathfinder Roleplaying 
  Game Occult Adventures.
  Open Content: Subject to designation as Product Identity (see below), 
  the only portion of this Legendary Games product designated as Open 
  Game Content is the rules content (names of skills, etc., taken from 
  the Pathfinder Reference Document) as defined in the Open Game 
  License version 1.0a Section 1(d). The front and back cover, back matter, 
  introduction and Credits page, as well all other parts of this product 
  including all text not specifically designated as Open Game Content 
  is not Open Game Content. No portion of this work other than the 
  material designated as Open Game Content may be reproduced in any 
  form without written permission.
  Product Identity: The following items are hereby identified as Product 
  Identity, as defined in the Open Game License 1.0a, Seection 1(e), 
  and are not Open Content: Legendary Games, the Legendary Games 
  Logo, Adventure Path Plug-In, Occult Character Codex, as well as all 
  trademarks, registered trademarks, proper names (including the names 
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  dress, but excluding any content that is Product Identity of Paizo 
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  Game Content are not included in this declaration.)
  Reference in non-Open Game Content (thus not covered by the Open 
  Game License) in this work to content owned by others is not a challenge 
  to their ownership and is used under Fair Use. 
  Legendary Games
  3734 SW 99th St.
  Seattle, WA 98126-4026
  makeyourgamelegendary.com
  Occult Character Codex: Mediums © 2016, Legendary 
  Games; Author Julian Neale.
  First printing January 2016.
  Printed in USA. 
   
  
  3
  Welcome to Occult Plug-Ins!
  This product is a part of our line of support materials for extended Adventure Path-style campaign play for use with 
  the rules for psychic magic and occultism found in the Pathfinder Roleplaying Game Occult Adventures rulebook. 
  When you see the “Occult Plug-In” logo at the top of a Legendary Games product, you can expect it is designed to fit 
  directly with the themes of that book, from mysterious magic and esoteric alchemy to psychics, dreamlands, cabalistic 
  spiritualism, and creatures of mind-altering mystery. The all-star team of designers here at Legendary Games is 
  committed to bringing you—the busy GM or player—the absolute best third party support for your Pathfinder 
  campaign. To deliver on that commitment, we’ve assembled the best of the best of current gaming authors, designers 
  and layout experts so that you can feel comfortable that Legendary Games products will be the most creative, rules-
  legal and well-designed content you can find anywhere. 
  Special Electronic Features
  We’ve hyperlinked this product internally from the Table of Contents and externally with links to the official 
  Pathfinder Reference Document as well as d20PFSRD. If it is in the core rulebook, we generally didn’t link to it unless 
  the rule is an obscure one. The point is not to supersede the game books, but rather to help support you, the player, in 
  accessing the rules, especially those from newer books or that you may not have memorized.
  About LegendAry gAMes
  Legendary Games is an all star team of authors and designers, founded by Clark Peterson of Necromancer Games and 
  coordinated by Jason Nelson. Legendary Games uses a cooperative, team-based approach to bring you, the Paizo fan, 
  the best expansion material for your game. We are gamers and storytellers first, and we believe that passion shows in 
  our products. So check us out, and Make Your Game Legendary! 
  Visit us on Facebook, follow us on Twitter, and check out our website at www.makeyourgamelegendary.com.
  
  4
  Table of Contents
  The following superscript notations are used to denote official Pathfinder RPG rulebooks:
  ACG = Pathfinder Roleplaying Game Advanced Class Guide
  APG = Pathfinder Roleplaying Game Advanced Player’s Guide
  ARG = Pathfinder Roleplaying Game Advanced Race Guide
  B1 = Pathfinder Roleplaying Game Bestiary
  B2 = Pathfinder Roleplaying Game Bestiary 2
  B3 = Pathfinder Roleplaying Game Bestiary 3
  B4 = Pathfinder Roleplaying Game Bestiary 4
  GMG = Pathfinder Roleplaying Game Gamemastery Guide
  OA = Pathfinder Roleplaying Game Occult Adventures
  PU = Pathfinder Roleplaying Game Pathfinder Unchained
  UCam = Pathfinder Roleplaying Game Ultimate Campaign
  UC = Pathfinder Roleplaying Game Ultimate Combat
  UE = Pathfinder Roleplaying Game Ultimate Equipment
  UM = Pathfinder Roleplaying Game Ultimate Magic
  Jacki Snowden (CR 1/2; 200 XP) 
  8
  Philius Humber (CR 1; 400 XP) 
  8
  Sebrina Kenzie (CR 2; 600 XP) 
  9
  Harald Nashun   (CR 3; 800 XP) 
  9
  Illyrea Kymm  (CR 4; 1,200 XP) 
  10
  Sammiel Benet  (CR 5; 1,600 XP) 
  11
  Ramelle Adelphi  (CR 6; 2,400 XP) 
  12
  Herbert Centralius  (CR 7; 3,200 XP) 
  12
  Hailey Delahanty (CR 8; 4,800 XP) 
  13
  Baz Forenn  (CR 9; 6,400 XP) 
  14
  Diegga (CR 10; 9,600 XP) 
  14
  Rulon Meclenbar (CR 11; 12,800 XP) 
  15
  Grenna Aparici (CR 12; 19,200 XP) 
  16
  Iciss Farivar (CR 13; 25,600 XP) 
  17
  Mazza (CR 14; 38,400 XP) 
  18
  Tyroc Sirmon (CR 15; 51,200 XP) 
  19
  Pietra Sibble (CR 16; 76,800 XP) 
  20
  Scathe Dargard (CR 17; 102,400 XP) 
  21
  Vakka (CR 18; 153,600 XP) 
  22
  Caractacus Panza (CR 19; 204,800 XP) 
  23
  
  5
  What You Will Find Inside the 
  Occult Character Codex?
  The Occult Character Codex series brings you a fantastic collection of detailed, ready-to-use stat blocks for psychic 
  characters using the new classes in the Pathfinder Roleplaying Game Occult Adventures rulebook. These characters 
  can be used by GMs as allies or villains, friends or rivals, helpful characters or mysterious strangers, or any other 
  use the GM can think of. Every installment includes 20 fully developed premade characters from 1st to 20th level, 
  drawn from many races and specialties within each class and designed with a full array of spells, magic items, 
  feats, psychic abilities, and detailed tactics for ease of use. If you’d love to introduce elements of the new psychic 
  and occult rules into your campaign but feel a bit overwhelmed by the sheer volume of new material to absorb, 
  this is the book for you. Each Occult Character Codex is an ideal complement to the Pathfinder Roleplaying Game 
  NPC Codex from Paizo, Inc. 
  Occult Character Codex: Mediums contains 20 detailed medium stat blocks, including both ordinary mediums 
  using their powers to let eldritch spirits of legendary heroes and villains to wield their powers by opening 
  themselves to their spiritual influence and channeling the power of haunts and spirits alike through trances and 
  séances, as well as relic channelers and reanimated mediums alike! You’ll find medium humans and halflings, 
  dwarves and elves, but also stranger races like centaurs, aasimars, and monstrous berbalangs, running the 
  gamut from good to evil and all points in between. With the Occult Character Codex, you’ll have an entire 
  arsenal of medium characters waiting and ready to blow your players’ minds! 
  The Legendary Games tradition is to combine rich story and background, innovative layout, beautiful aesthetics, 
  and excellence in design that is second to none, allowing you to enliven and enrich your campaign in amazing 
  and exciting ways. This product is the latest in that tradition, and we hope you enjoy using it as much as we 
  enjoyed making it. Game on! 
   
  
  6
  Introduction
  Much like the Pathfinder Roleplaying Game NPC 
  Codex, each Occult Character Codex contains 20 
  stat blocks, one at each level from 1st to 20th, with 
  each installment focusing on one of the new classes 
  presented in that book. Most of the characters 
  presented herein are single-classed, though some 
  have a small number of levels in other classes if it suits 
  their theme and role. With few exceptions, the Occult 
  Character Codex does not use archetypes for the new 
  occult and psychic classes, instead focusing on the 
  classes themselves and the inherent variety of options 
  available to each one. While these characters are not 
  specifically built to use the rituals system introduced 
  in Pathfinder Roleplaying Game Occult Adventures, 
  they can certainly make use of them if the GM decides 
  to make rituals a feature of an occult campaign. 
  AutoMAtiC bonus Progression
  The stat blocks in this book make use of the Automatic 
  Bonus Progression rules, as detailed in Pathfinder 
  Roleplaying Game Pathfinder Unchained. This grants 
  NPCs a bit of a statistical boost in terms of their raw 
  numbers, but without an accompanying increase in 
  their wealth and loot left behind when the PCs defeat 
  them. Where possible, NPC statistics are also designed 
  to correspond to Table 1-1: Monster Statistics by CR 
  from Appendix 1 of Pathfinder Roleplaying Game 
  Bestiary. The NPCs all have favored class bonuses 
  included. Where an NPC has particular buffing potions 
  or special abilities, Power Attack, and so on, such items 
  and abilities are meant to be used to ensure that the 
  NPCs match the statistics provided by that table for 
  the particular CRs.
  PLAyer use And gM use
  The Occult Character Codex series is designed with 
  GMs in mind, of course, as it provides ready-made 
  allies and adversaries for new and complex classes. 
  However, it is also a resource for players in that it 
  provides a wide variety of templates for building 
  characters with these new classes, many of which are 
  fairly complex and require a bit of forethought. These 
  characters could even be used as pregenerated player 
  characters, adjusting their character wealth (and the 
  automatic bonus progression as well) up by one level 
  to match the expected abilities of player characters 
  rather than NPCs. 
  CoMbAt with Codex ChArACters
  When planning combat encounters, ensure that the 
  individuals you find here are encountered with other 
  creatures or characters. They may be masterminds, 
  but any combat encounter involving a team of heroes 
  against a single bad guy encounters is usually a bad 
  idea, because action economy issues generally ensure 
  a quick victory for player characters. In addition, the 
  characters you find here are not necessarily locked 
  and loaded for combat alone; they are intended 
  as “living characters,” not as individuals who stand 
  in a room waiting to be slaughtered by rampaging 
  player characters. Each NPC is named and has a quick 
  personality sketch to help build out that character 
  as a unique individual, but those names can also be 
  ignored if the goal is simply to provide a set of similar 
  stock characters in an encounter. While it makes sense 
  to encounter one “John Doe,” encountering 4 “John 
  Does” just sounds silly; however, encountering 4 
  “psychic initiates” or “trainee soldiers” makes sense.
  tACtiCs
  Each NPC has a tactics section, though no notes are 
  provided for morale, except in a few cases where 
  the NPCs are intended as spies. It is up to the GM to 
  determine if an NPC fights to the death or otherwise. No 
  tactics section can cover every eventuality or situation, 
  but these serve as guides to the typical strategy each 
  character will take, at least at the beginning of most 
  encounters. Beyond that, their responses will develop 
  organically and intelligently, using their spells, abilities, 
  and items to their best effect. Regarding potential allies 
  for player characters, the notes are short, because it 
  is impossible to know what the PCs will be facing; it’s 
  important to note that NPC allies should never try 
  to steal the PCs’ limelight. Before running a combat 
  encounter, GMs should ensure that they thoroughly 
  understand what an NPC can do. In addition, for the stat 
  blocks and tactics you see in this book, the following 
  general guidelines apply:
   
  Where the tactics say “The individual casts [x],” 
  this refers to long-duration spells like detect scrying, 
  greater false life, and so on. The effects of those spells 
  are included in the “before pre-buffing” section of the 
  individual’s tactics. For the spells that are cast when 
  combat is imminent, spells of 10 minutes per level 
  duration are likely cast as soon as the individual is 
  aware of intruders in their lair, while spells that last 1 
  round per level are likely cast when intruders are in the 
  next room if they are fighting something, for example.
  
  7
   
  Where a spellcaster’s tactics suggest casting 
  black tentacles, repulsion, or similar ongoing nasty 
  area of effect spells, his or her allies should have some 
  means to attack or affect their enemies without being 
  affected by that effect!
   
  For ease of reference, the save DCs listed 
  in each stat block are marked with an F, R, or W, 
  indicating whether the saving throw in question is a 
  Fortitude, Reflex, or Will save. 
  As always, GMs can and should change any details of 
  a character and its stat block as needed to suit their 
  games. This is especially helpful when a GM wants to 
  reuse a particular stat block. For example, changing 
  a stat block’s alignment, race, a few spells, and/or 
  maybe some magic items creates a whole new NPC.
  
  8
  Mediums
  Here are some notes that may be helpful in running 
  encounters with mediums:
  * Remember that they can change their role by channeling 
  a different spirit. The stat blocks that follow simply 
  present them with the spirits they most usually channel.
  * None of the NPCs are regarded as having selected a 
  taboo for that day. If a GM wishes to select one, they 
  may, although some cannot gain a taboo because their 
  archetype prevents it.
  * Some of the spirits (archmage and hierophant) grant 
  additional spells known, and the stat block states that 
  the relevant bonus spells are treated as arcane or divine 
  spells. Wearing armor does not interfere with the casting 
  of the arcane spells.
  * The tactics sections are written with the assumption 
  that the NPC does not gain additional influence, unless 
  otherwise specified. GMs can decide otherwise, of course.
  Jacki Snowden                (CR 1/2; 200 XP)
  Female dwarf medium 1
  LN Medium humanoid (dwarf)
  Init +6; Senses darkvision 60 ft.; Perception +4
  Defense
  AC 15, touch 13, flat-footed 13 (+2 armor, +2 Dex, +1 
  spirit boon); +4 dodge vs. giants
  hp 10 (1d8+2)
  Fort +2, Ref +3, Will +2; +2 vs poison, spells and 
  spell-like abilities
  Offense
  Speed 20 ft.
  Melee heavy pick +0 (1d6/x4)
  Special Attacks +1 attack bonus vs humanoids 
  (goblins and orcs)
  Medium Spells Known (CL 1st; concentration +2)
  0—detect magic, flare (F-DC 11) 
  Tactics
  During Combat Jacki tries to avoid combat, but if 
  forced into it casts flare against opponents from 
  range, and tries to get away as soon as possible 
  unless she is helping allies.
  Statistics
  Abilities Str 10, Dex 14, Con 12, Int 13, Wis 10, Cha 
  13
  Base Atk +0; CMB +0; CMD 13 (17 vs bull rush and 
  trip)
  Feats Improved Initiative
  Skills Craft (jewelry) +5, Diplomacy +5, Knowledge 
  (arcana) +6, Perception +4, Sense Motive +4
  Languages Common, Dwarven, Gnome
  SQ guardian’s shield, séance boon (+1 to CMD*), spirit 
  (Guardian, influence 1), spirit bonus (+1 to AC*, 
  Constitution checks, Fort saves*, and Ref saves*), 
  spirit surge (1d6), weapon familiarity (dwarf) 
  * Bonuses included.
  Gear mwk leather armor, heavy pick, dagger, pouch 
  with 24 gp worth of mixed coins
  Jacki could be an apprentice jewelry maker, but that 
  could be her hobby and her real job is as a newly 
  recruited prison guard or member of the city watch. 
  If any case, she is enthusiastic at her job and eager 
  to learn. She lives in a city, close to the city walls or 
  in a barracks.
  Philius Humber                  (CR 1; 400 XP)
  Male halfling medium 2
  CG Small humanoid (halfling)
  Init +7; Senses Perception +10
  Defense
  AC 15, touch 14, flat-footed 12 (+1 armor, +3 Dex, +1 
  size)
  hp 14 (2d8+2)
  Fort +1, Ref +5, Will +6; +2 vs fear
  Offense
  Speed 20 ft.
  Melee spear +2 (1d6/x3)
  Ranged light crossbow +5 (1d6/19-20)
  Medium Spells Known (CL 2nd; concentration +4)
  0—detect magic, daze (W-DC 12), ghost sound (W-DC 
  12) 
  Tactics
  During Combat Philius tries to avoid combat, but 
  if forced into it casts daze against opponents from 
  range or tries to distract foes with ghost sound, and 
  tries to get away as soon as possible unless he is 
  helping allies.
  Statistics
  Abilities Str 10, Dex 17, Con 10, Int 8, Wis 14, Cha 15
  Base Atk +1; CMB +0; CMD 13
  Feats Improved Initiative
  Skills Disable Device +10, Knowledge (arcana, 
  religion) +5, Perception +10, Stealth +13; Racial 
  Modifiers +2 Acrobatics, +2 Climb+2 Perception
  Languages Common, Halfling
  SQ séance boon (+1 to Disable Device*), shared 
  séance, spirit (Trickster, influence 1), spirit 
  bonus (+1 to Dexterity checks, skill checks*, and 
  Ref saves*), spirit surge (1d6), trickster’s edge* 
  (Disable Device, Stealth), weapon familiarity 
  
  9
  (halfling)
  * Bonuses included.
  Combat Gear potions of cure light wounds (3); Gear 
  mwk padded armor, spear, light crossbow with 20 
  bolts, dagger, spell component pouch, pouch with 
  38 gp worth of mixed coins
  Philius lives and works in a tavern as a barman. He 
  likes to keep contraptions of various sorts in his room, 
  which he likes to tinker with; this hobby has brought 
  him to the attention of the local authorities, where he 
  has several friends; they sometimes ask him to open 
  locks that they need opening.
  Sebrina Kenzie                   (CR 2; 600 XP)
  Female half-elf medium 3
  NE Medium humanoid (elf, human)
  Init +6; Senses low-light vision; Perception +7
  Defense
  AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
  hp 20 (3d8+3)
  Fort +1, Ref +3, Will +2; +2 vs enchantment spells 
  and effects
  Immune magic sleep effects
  Offense
  Speed 30 ft.
  Melee morningstar +5 (1d8+5/x3)
  Ranged light crossbow +4 (1d6+2/19-20)
  Special Attacks haunt channeler (1d6)
  Medium Spells Known (CL 3rd; concentration +5)
  0—dancing lights, flare (F-DC 12), resistance, siftAPG
  Tactics
  Before Combat Sebrina drinks her potion of bull’s 
  strength when melee combat is imminent, unless 
  she is only attacking with her bow in which case 
  she doesn’t drink it.
  During Combat If in melee, Sebrina attacks with 
  her morningstar. If attacking with her crossbow she 
  attacks using Deadly Aim, unless she keeps missing.
  Basic Statistics Without pre-buffing, Sebrina’s 
  statistics are Melee morningstar +3 (1d8+3/x3); 
  Str 12; CMB +3; CMD 15
  Statistics
  Abilities Str 16, Dex 15, Con 10, Int 14, Wis 8, Cha 15
  Base Atk +2; CMB +5; CMD 17
  Feats Deadly Aim, Improved Initiative, Skill Focus 
  (Diplomacy)
  Skills Bluff +9, Diplomacy +12, Intimidate +9, 
  Knowledge (arcana) +8, Perception +7, Sense 
  Motive +5; Racial Modifiers +2 Perception
  Languages Common, Dwarven, Elven, Gnome
  SQ marshal’s order, séance boon (+2 bonus to all 
  non-spell damage rolls*), shared séance, spirit 
  (Marshal, influence 1), spirit bonus (+1 to Charisma 
  checks, Charisma-based skill checks*, and surge 
  rolls*), spirit surge (1d6+1)
  * Bonuses included.
  Combat Gear potion of bull’s strength and cure 
  light wounds (2); Gear mwk studded leather, 
  morningstar, light crossbow with 20 bolts, dagger, 
  spell component pouch, pouch with 47 gp worth of 
  mixed coins and gems
  Sebrina is part of a gang of confidence tricksters, but 
  she has a day job. She works as an administrator at 
  council offices or in a theatre; either position allows 
  her to perform her daily séance. She dreams one day 
  of becoming a politician so that she can corruptly rake 
  in real money.
  Harald Nashun  
               (CR 3; 800 XP)
  Male human medium 4
  LE Medium humanoid (human)
  Init +6; Senses Perception +9
  Defense
  AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
  hp 29 (4d8+8)
  Fort +4, Ref +4, Will +7
  Offense
  Speed 60 ft.
  Melee greatsword +6 (2d6+5/19-20)
  Ranged composite longbow +7 (1d8+5/x3)
  Special Attacks haunt channeler (2d6)
  Medium Spells Known (CL 4th; concentration +7)
  1st (2)—expeditious retreat, paranoiaOA (W-DC 14)
  0—flare (F-DC 13), light, siftAPG, read magic
  Tactics
  Before Combat Harald casts expeditious retreat 
  when combat is imminent.
  During Combat If in melee, Harald attacks with 
  his greatsword. If attacking with his longbow he 
  attacks using Deadly Aim, unless he keeps missing.
  Basic Statistics Without pre-buffing, Harald’s 
  statistics are Speed 30 ft.
  Statistics
  Abilities Str 12, Dex 15, Con 10, Int 8, Wis 14, Cha 16
  Base Atk +3; CMB +4; CMD 16
  Feats Deadly Aim, Improved Initiative, Toughness
  Skills Intimidate +10, Knowledge (arcana, planes) 
  +8, Perception +9
  
  10
  Languages Common
  SQ champion’s prowess (spiked chain), séance 
  boon (+2 bonus to all non-spell damage rolls*), 
  shared séance, spirit (Champion, influence 1), spirit 
  bonus (+2 to attack rolls*, non-spell damage rolls*, 
  Strength checks, Strength-based skill checks, and 
  Fortitude saves*), spirit surge (1d6)
  * Bonuses included.
  Combat Gear potions of cure light wounds (5) and 
  darkvision; Gear chain shirt, greatsword, composite 
  longbow with 40 arrows, dagger, silversheen, 
  spell component pouch, pouch with 40 gp worth 
  of mixed coins and gems; Automatic Bonus 
  Progression resistance +1
  Harald is a sadistic prison guard sergeant, but could 
  instead be a thug for somebody who needs one (or more), 
  or a trainer at a martial practice yard. As a medium, he 
  can of course change his spirit type if he needs to achieve 
  something different from his usual activities.
  Illyrea Kymm  
   
  (CR 4; 1,200 XP)
  Female elf medium 5
  CG Medium humanoid (elf)
  Init +6; Senses low-light vision; Perception +10
  Defense
  AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
  hp 36 (5d8+10)
  Fort +4, Ref +4, Will +5; +2 vs enchantment spells 
  and effects
  Immune magic sleep effects
  Offense
  Speed 30 ft.
  Melee +1 longsword +6 (1d8+4/19-20) (used two-
  handed)
  Ranged composite longbow +5 (1d8+2/x3)
  Special Attacks haunt channeler (2d6)
  Medium Spells Known (CL 5th; concentration +8)
  2nd (3)—hideous laughter* (W-DC 15)
  1st (5)—color spray* (W-DC 14), expeditious retreat, 
  object readingOA, protection from evil
  0—detect magic, detect psychic significanceOA, flare 
  (F-DC 13), ray of frost*, read magic, siftAPG
  * These are treated as arcane spells
  Tactics
  Before Combat Depending on the situation, the 
  Illyrea might cast expeditious retreat or protection 
  from evil, and/or drink her potion of bull’s strength 
  when combat is imminent. She discusses what she 
  will do with allies before taking action.
  During Combat Illyrea helps any allies as best 
  she can, attacking with her weapons or wands, or 
  casting spells as needed.
  Statistics
  Abilities Str 14, Dex 15, Con 10, Int 10, Wis 10, Cha 16
  Base Atk +3; CMB +5; CMD 17
  Feats Great Fortitude, Improved Initiative, 
  Toughness
  Skills Appraise +10, Heal +8, Knowledge (arcana) 
  +10, Perception +10; Racial Modifiers +2 
  Perception
  Languages Common, Elven
  SQ archmage arcana, location channel (5 rounds), 
  séance boon (+2 bonus to spell damage for spells 
  that deal damage (to each target)), shared séance, 
  spirit (Archmage, influence 1), spirit bonus (+2 
  to concentration checks, Intelligence checks, and 
  Intelligence-based skill checks*), spirit surge (1d6), 
  weapon familiarity (elf)
  * Bonuses included.
  Combat Gear potion of bull’s strength (2) and cure 
  light wounds (2), wands of command (W-DC 11; 
  
  11
  18 charges) and ill omenAPG (18 charges); Gear 
  chain shirt, longsword, composite longbow with 40 
  arrows, dagger, spell component pouch, pouch with 
  60 gp worth of mixed coins and gems; Automatic 
  Bonus Progression armor attunement +1, 
  resistance +1, weapon attunement +1 (longsword)
  Illyrea works at a library or school of magic (of arcane 
  or psyhic type). She can also attempt to value goods, 
  but isn’t always successful. She might be a mentor to 
  low-level characters. If she can’t do a particular task 
  or find particular information, she knows others who 
  might be more successful.
  Sammiel Benet  
             (CR 5; 1,600 XP)
  Male aasimarARG medium 6
  LE Medium outsider (native)
  Init +1; Senses darkvision 60 ft.; Perception +13
  Defense
  AC 19, touch 12, flat-footed 18 (+7 armor, +1 
  deflection, +1 Dex)
  hp 54 (6d8+24)
  Fort +5, Ref +4, Will +8
  Resist acid 5, cold 5, electricity 5
  Offense
  Speed 40 ft. in armor; 60 ft. base
  Melee +1 spear +10 (1d8+7/x3)
  Special Attacks channel negative energy (5/day; W-DC 
  17; 3d6), haunt channeler (3d6)
  Medium Spells Known (CL 6th; concentration +10)
  2nd (4)—darkness*, inflict moderate wounds* (W-DC 16)
  1st (5)—divine favor*, expeditious retreat, ill omenAPG, 
  inflict light wounds* (W-DC 15), liberating commandUC, 
  paranoiaOA (W-DC 15)
  0—detect magic, flare (F-DC 14), light*, message, 
  prestidigitation, stabilize
  * These are treated as divine spells
  Aasimar Spell-Like Ability (CL 6th; concentration +10)
  1/day—daylight
  Tactics
  Before Combat Sammiel drinks his potion of bull’s 
  strength, and casts divine favour and expeditious 
  retreat when combat is imminent. He might also 
  drink a potion of invisibility to move to a good 
  tactical position.
  During Combat If in melee, Sammiel attacks with 
  his spear using Power Attack (with Furious Focus). 
  If surrounded by multiple opponents, he might use 
  channel negative energy against them. 
  Basic Statistics Without pre-buffing, Sammiel’s 
  statistics are Speed 20 ft. in armor; 30 ft. base; 
  Melee +1 spear +6 (1d8+2/x3); Ranged composite 
  longbow +5 (1d8+1/x3); Str 12; CMB +5; CMD 16
  Statistics
  Abilities Str 16, Dex 13, Con 14, Int 10, Wis 10, Cha 18
  Base Atk +4; CMB +7; CMD 18
  Feats Furious FocusAPG, Power Attack, Toughness
  Skills Diplomacy +15, Knowledge (planes, 
  religion) +9, Perception +13; Racial Modifiers +2 
  Diplomacy, +2 Perception
  Languages Celestial, Common
  SQ divine surge, energy font (negative), location 
  channel (6 rounds), séance boon (+2 hp healed 
  for healing spells per target), shared séance, spirit 
  (Hierophant, influence 1), spirit bonus (+2 to 
  Wisdom checks, Wisdom-based skill checks*, and 
  Will saves*), spirit surge (1d6)
  * Bonuses included.
  Combat Gear potions of bull’s strength (2), cure 
  moderate wounds (2), and invisibility (2); Gear 
  mwk breastplate, spear, dagger, silver unholy 
  symbol, spell component pouch, pouch with 140 gp 
  worth of mixed coins and gems; Automatic Bonus 
  Progression armor attunement +1, deflection +1, 
  resistance +1, weapon attunement +1 (longsword)
  
  12
  Sammiel rebelled against his “goody-goody” parents 
  when young, and is now a priest for a hidden evil 
  church. He might have a silver holy symbol as well*, 
  and pretend to be the priest of a good religion in 
  public, as that is “expected” of aasimars. 
  * In which case reduce the value of his coin pouch by 
  25 gp.
  Ramelle Adelphi              (CR 6; 2,400 XP)
  Female centaurB1 medium (relic channeler) 5
  N Large monstrous humanoid
  Init +5; Senses darkvision 60 ft.; Perception +15
  Defense
  AC 19, touch 13, flat-footed 18 (+5 armor, +1 
  deflection, +1 Dex, +1 natural, -1 size, +2 spirit 
  boon)
  hp 71 (5d8+4d10+23)
  Fort +7, Ref +9, Will +12
  Offense
  Speed 50 ft.
  Melee +1 longsword* +12/+7 (1d8+8/19-20) and 2 
  hooves +6 (1d6+2)
  * Used two-handed
  Medium Spells Known (CL 5th; concentration +9)
  1st (2)—calm spiritOA (W-DC 15), paranoiaOA (W-DC 
  15), protection from evil
  0—detect magic, mage hand, message, resistance, stabilize
  Tactics
  Before Combat Ramelle might cast protection from 
  evil when combat is imminent, if she is about to 
  combat evil opponents or those known to exhibit 
  mind-control abilities.
  During Combat Ramelle attacks with her 
  longsword, using Power Attack (with Furious 
  Focus) and Vital Strike.
  Statistics
  Abilities Str 20, Dex 12, Con 15, Int 13, Wis 16, Cha 18
  Base Atk +7; CMB +13; CMD 25 (29 vs trip)
  Feats Furious FocusAPG, Improved Initiative, Power 
  Attack, Run, Vital Strike
  Skills Diplomacy +16, Intimidate +11, Knowledge 
  (nature) +10, Knowledge (planes, religion) +9, 
  Perception +15, Survival +10
  Languages Common, Elven, Giant, Sylvan 
  SQ apport relic, guardian’s shield, object reading, 
  powerful bond, relics, séance boon (+1 to CMD*), 
  shared séance, spirit (Guardian, influence 1), spirit 
  bonus (+2 to AC*, Constitution checks, Fort saves*, 
  and Ref saves*), spirit surge (1d6), undersized 
  weapons
  * Bonuses included.
  Combat Gear potions of cure moderate wounds (4) 
  and scrolls of purge spiritOA (2; W-DC 13, CL 10); 
  Gear mwk chain shirt, mwk longsword, dagger, 
  relics, spell component pouch, pouch with 127 gp 
  worth of mixed coins and gems; Automatic Bonus 
  Progression armor attunement +1, deflection 
  +1, mental prowess +2, resistance +1, weapon 
  attunement +1 (longsword)
  Ramelle acts as a sort of shaman for a centaur tribe; 
  she ranks between a hunter and a leader in terms 
  of typical centaur organization (see Pathfinder 
  Roleplaying Game Bestiary). As a relic channeler, she 
  in not bound to locations to channel spirits. The CR 9 
  centaur (Baz Forenn, page 14) is a senior version of 
  this one.
  Herbert Centralius           (CR 7; 3,200 XP)
  Male gnome medium (reanimated medium) 8
  NG Small humanoid (gnome)
  Init +6; Senses low-light vision; Perception +15
  Defense
  AC 19, touch 14, flat-footed 17 (+5 armor, +1 
  deflection, +2 Dex, +1 size); +4 dodge vs giants
  hp 87 (8d8+48)
  Fort +9, Ref +7, Will +10; +2 vs illusion spells 
  and effects, +4 vs possession, death effects, and 
  negative energy
  Defensive Abilities lingering spirit, spirit warding
  Offense
  Speed 20 ft.
  Melee +1 spear +7/+2 (1d6+1/x3)
  Special Attacks +1 attack bonus vs humanoids 
  (goblins and reptilians), channel positive energy 
  (6/day; W-DC 19; 4d6)
  Medium Spells Known (CL 8th; concentration +13)
  3rd (3)—bestow curse* (W-DC 18), cure serious 
  wounds* (W-DC 18)
  2nd (5)—cure moderate wounds* (W-DC 17), 
  hypercognitionOA, invisibility, lesser restoration*, 
  spectral hand
  1st (6)—burst of insightOA, comprehend languages, 
  cure light wounds* (W-DC 16), heightened 
  awarenessAPG, identify, obscuring mist*
  0—daze (W-DC 15), detect magic, detect poison*, 
  light, message, read magic, siftAPG
  * These are treated as divine spells
  Gnome Spell-Like Abilities (CL 8th; concentration 
  +13)
  1/day—dancing lights, ghost sound (W-DC 16), 
  prestidigitation, speak with animals
  
  13
  Tactics
  Before Combat Each day after channeling his self, 
  he uses spirit surge ability to reduce his influence 
  to 2. Depending on the situation, Herbert might 
  cast invisibility on himself or allies when combat 
  is imminent. He might also cast spectral hand. He 
  discusses what he will do with allies before taking 
  action.
  During Combat Herbert helps any allies as best 
  he can, either fighting defensively to help set up 
  flanking positions, healing allies, casting slow from 
  a scoll, and so on. He might also cast bestow curse 
  on opponents (probably through spectral hand).
  Statistics
  Abilities Str 10, Dex 14, Con 18, Int 10, Wis 8, Cha 20
  Base Atk +6; CMB +5; CMD 17
  Feats Great Fortitude, Improved Initiative, Lightning 
  Reflexes, Toughness
  Skills Knowledge (arcana) +11, Perception +15, 
  Profession (archivist) +15, Spellcraft +11; Racial 
  Modifiers +2 Perception, +2 Profession (archivist)
  Languages Common, Gnome, Sylvan
  SQ divine surge, ease passage, energy font (positive), 
  gnome magic, nothing is taboo, séance boon (+2 hp 
  healed for healing spells per target), shared séance, 
  spirit (Hierophant, influence 2), spirit bonus (+3 to 
  Wisdom checks, Wisdom-based skill checks*, and Will 
  saves*), spirit surge (1d6), weapon familiarity (gnome)
  * Bonuses included.
  Combat Gear scrolls of slow (5; W-DC 13) and 
  water walk (2; CL 5), wands of cure light wounds 
  (2; 50 charges) and identify (50 charges); Gear 
  mwk chain shirt, spear, dagger, silver holy symbol, 
  spell component pouch, pouch with 115 gp worth 
  of mixed coins and gems; Automatic Bonus 
  Progression armor attunement +1, deflection +1, 
  mental prowess +2, physical prowess +2, resistance 
  +1, weapon attunement +1 (spear)
  Herbert is an unusual medium, in that he is a 
  reanimated medium, which means that he channels 
  himself. In day-to-day life, he is a combination of 
  archivist and healer, with the hierophant usually 
  channeled. He has a shrine in his personal quarters, 
  where he channels himself. He might be the boss of 
  Philius Humber (page 8).
  Hailey Delahanty             (CR 8; 4,800 XP)
  Female halfling medium 9
  NE Small humanoid (halfling)
  Init +7 (+11 if she ends heightened awareness); 
  Senses Perception +17
  Defense
  AC 21, touch 15, flat-footed 18 (+5 armor, +1 
  deflection, +3 Dex, +1 natural, +1 size)
  hp 89 (9d8+45; 103 with false life)
  Fort +11, Ref +11, Will +10; +2 vs fear
  Offense
  Speed 20 ft.
  Melee +1 spear +6/+1 (1d6-1/x3)
  Special Attacks haunt channeler (4d6)
  Medium Spells Known (CL 9th; concentration +14)
  3rd (4)—suggestionE* (W-DC 19)
  2nd (5)—false life, haste, hideous laughterE* (W-DC 
  18), knock, riding possessionOA (W-DC 17)
  1st (7)—calm spiritOA (W-DC 16), charm personE* 
  (W-DC 17), comprehend languages, disguise self, 
  heightened awarenessACG, unseen servant
  0—arcane mark*, dancing lights, ghost sound (W-DC 
  15), light, message, prestidigitation, siftAPG
  * These are treated as arcane spells
  Tactics
  Before Combat When undertaking a risky mission, 
  Hailey casts false life. She tries to avoid combat 
  if she can, but if expecting combat will cast 
  heightened awareness on herself and buff allies 
  with false life or haste, when combat is imminent. 
  During Combat Hailey uses enchantment spells to 
  end combat as soon as possible. If she has allies 
  with her, she buffs them with haste if she hasn’t 
  already done so. She always tries to escape if she 
  can if things look rough (unless her seniors are 
  present). 
  Basic Statistics Without pre-buffing, Hailey’s 
  statistics are Knowledge (local, nobility) +12, 
  Perception +15
  Statistics
  Abilities Str 6, Dex 16, Con 16, Int 10, Wis 12, Cha 20
  Base Atk +6; CMB +3; CMD 16
  Feats Great Fortitude, Improved Initiative, Lightning 
  Reflexes, Spell Focus (enchantment), Toughness
  Skills Knowledge (local, nobility) +14, Perception 
  +17, Spellcraft +15, Stealth +14; Racial Modifiers 
  +2 Acrobatics, +2 Climb, +2 Perception
  Languages Common, Halfling
  SQ arcane surge, archmage arcana, connection 
  channel, location channel (9 rounds), propitiation, 
  séance boon (+2 bonus to spell damage for spells 
  that deal damage (to each target)), shared séance, 
  spirit (Archmage, influence 1), spirit bonus (+3 
  to concentration checks, Intelligence checks, and 
  Intelligence-based skill checks*), spirit surge (1d6), 
  weapon familiarity (halfling)
  * Bonuses included.
  
  14
  Combat Gear potions of invisibility (2) and 
  tongues, scrolls of dimension door (3); Gear mwk 
  breastplate, spear, dagger, spell component pouch, 
  pouch with 140 gp worth of mixed coins and gems; 
  Automatic Bonus Progression armor attunement 
  +1, deflection +1, mental prowess +2, physical 
  prowess +2, resistance +2, toughening +1, weapon 
  attunement +1 (longsword)
  Hailey is a spy, using riding possession to gain access 
  to locations and/or people and gain information. Is 
  she a mercenary or does she work for an organization 
  or country; the GM should decide as best fits the 
  campaign. As cover, she pretends to be a travel writer, 
  and writes about various (innocuous) places and 
  people within her location.
  Baz Forenn                      (CR 9; 6,400 XP)
  Male centaurB1 medium (relic channeler) 8
  N Large monstrous humanoid
  Init +5; Senses darkvision 60 ft.; Perception +18 
  (+23 to notice haunts)
  Defense
  AC 24, touch 13, flat-footed 22 (+8 armor, +1 
  deflection, +1 Dex, +1 dodge, +4 natural, -1 size); 
  +2 deflection vs evil
  hp 117 (8d8+4d10+56)
  Fort +10, Ref +10, Will +15
  Offense
  Speed 70 ft. in armor; 80 ft. base
  Melee +2 longsword* +18/+18/+13 (1d8+13/19-
  20) and 2 hooves +11 (1d6+5)
  * Used two-handed
  Special Attacks inspiring call (standard action; +4)
  Medium Spells Known (CL 8th; concentration +12)
  2nd (2)—clairaudience/clairvoyance, haste, purge 
  spiritOA (W-DC 16)
  1st (2)—calm spiritOA (W-DC 15), expeditious retreat, 
  paranoiaOA (W-DC 15), protection from evil
  0—detect psychic significanceOA, detect magic, mage 
  hand, message, resistance, stabilize
  Tactics
  Before Combat Baz might cast protection from evil 
  when combat is imminent, if he is about to combat 
  evil opponents or those known to exhibit mind-
  control abilities. He drinks a potion of barkskin 
  and casts haste if a powerful group of opponents is 
  expected. (The statistics above reflect this.)
  During Combat Baz makes full attacks.
  Basic Statistics Without pre-buffing, Baz’s statistics 
  are AC 21, touch 11, flat-footed 20; Ref +9; Speed 
  35 ft. in armor; 50 ft. base; Melee +2 longsword 
  (used two-handed) +17/+12 (1d8+13/19-20) and 
  2 hooves +10 (1d6+5)
  Statistics
  Abilities Str 22, Dex 12, Con 16, Int 13, Wis 16, Cha 18
  Base Atk +10; CMB +17; CMD 28 (32 vs trip)
  Feats Great Fortitude, Improved Initiative, Run, 
  Spirit SenseOA, Spirit FocusOA (marshal), Toughness
  Skills Diplomacy +26, Intimidate +18, Knowledge 
  (nature) +13, Knowledge (planes, religion) +12, 
  Perception +18 (+23 to notice haunts), Survival +10
  Languages Common, Elven, Giant, Sylvan
  SQ apport relic, connection speciality, object 
  reading, marshal’s order, relics, séance boon (+2 
  bonus to all non-spell damage rolls*), shared 
  séance, spirit (Marshal, influence 1), spirit bonus 
  (+4 to Charisma checks, Charisma-based skill 
  checks*, and surge rolls*), spirit surge (1d6+4), 
  undersized weapons
  * Bonuses included.
  Combat Gear potions of barkskin (2) and cure 
  moderate wounds (2); Gear mwk leather armor, 
  mwk longsword, dagger, circlet of persuasion, 
  relics, spell component pouch, pouch with 192 gp 
  worth of mixed coins and gems; Automatic Bonus 
  Progression armor attunement +2, deflection 
  +1, mental prowess +2, physical prowess +2, 
  resistance +2, toughening +1, weapon attunement 
  +2 (longsword)
  Baz is a shaman for more powerful than usual centaur 
  tribes, and a leader for the various shamans (see 
  Ramelle Adelphi, page 12) across various centaur 
  tribes. Name carries a lot of influence with these 
  younger shamans, and also trains some of them. 
  As a relic channeler, he is not bound to locations to 
  channel spirits.
  Diegga                            (CR 10; 9,600 XP)
  Female berbalangB3 medium 8
  CE Medium undead
  Init +7; Senses darkvision 60 ft.; Perception +26
  Defense
  AC 23, touch 15, flat-footed 20 (+2 armor, +2 
  deflection, +3 Dex, +6 natural); incorporeal form: 
  AC 20, touch 20, flat-footed 17 (+7 deflection, +3 
  Dex)
  hp 155 (16d8+88)
  Fort +12, Ref +15, Will +19
  Defensive Ability projection; DR 10/good or silver; 
  Immune undead traits
  
  15
  Offense
  Speed 70 ft., fly 60 ft. (good)
  Melee mwk morningstar* +21/+16/+11 (1d8+10), 
  or bite +21 (1d6+9 plus paralysis) and 2 claws +21 
  (1d6+9 plus paralysis), or incorporeal touch +17 
  (1d4 Con)
  * Used two-handed
  Special Attacks haunt channeler (4d6), paralysis 
  (1d4+1 rounds, F-DC 19), surprise strike +2d6
  Medium Spells Known (CL 8th; concentration +13)
  2nd (2)—find traps, hideous laughter (W-DC 17), 
  instigate psychic duelI, OA (W-DC 19)
  1st (3)—expeditious retreat, ill omenAPG, silent imageI 
  (W-DC 18), ventriloquismI (W-DC 18)
  0—detect magic, detect psychic significanceOA, flare 
  (W-DC 15), message, prestidigitation, read magic
  Berbalang Spell-Like Abilities (CL 9th; 
  concentration +14)
  At will—bleed (W-DC 15), ghost sound (W-DC 15)
  3/day—alter self, charm person (W-DC 16) 
  Tactics
  Before Combat Diegga casts expeditious retreat 
  when combat is imminent.
  During Combat If Diegga is disguised as a living 
  mortal and maintaining cover is important, she 
  attacks with his morningstar, or seek to escape 
  quickly so as to reengage at a time of her choosing, 
  when cover is not important. If this is not the 
  case, then the medium makes full attacks with her 
  natural weapons. If a number of these creatures 
  are encountered at the same time, then one or 
  more might try using spells such as ill omen and/or 
  hideous laughter against their enemies. 
  Basic Statistics Without pre-buffing, Diegga’s 
  statistics are Speed 40 ft., fly 60 ft. (good)
  Statistics
  Abilities Str 24, Dex 17, Con —, Int 18, Wis 18, Cha 20
  Base Atk +12; CMB +19; CMD 38
  Feats Defensive Combat Training, Greater Spell 
  Focus (illusion), Improved Initiative, Lightning 
  Reflexes, Psychic CombatantOA, Psychic DefenderOA, 
  Shatter Mental MaskOA, Spell Focus (illusion)
  Skills Bluff +27, Craft (traps) +14, Disable Device 
  +23, Escape Artist +14, Fly +29, Knowledge (arcana, 
  planes) +20, Knowledge (local) +23, Knowledge 
  (religion) +22, Perception +26, Spellcraft +18, 
  Spellcraft +18, Stealth +30, Use Magic Device +19
  Languages Abyssal, Common, Infernal, Orc
  SQ connection channel, location channel (8 rounds), 
  séance boon (+1 to Disable Device*), shared séance, 
  spirit (Trickster, influence 1), spirit bonus (+3 to 
  Dexterity checks, skill checks*, and Reflex saves*), 
  spirit surge (1d6), trickster’s edge (Disable Device, 
  Spellcraft), undersized weapons
  * Bonuses included.
  Gear mwk leather armor, mwk morningstar, dagger, 
  cloak of elvenkind, ring of maniacal devicesUE, 
  spell component pouch, pouch with 199 gp worth 
  of mixed coins and gems; Automatic Bonus 
  Progression armor attunement +2 (clothes), 
  deflection +2, mental prowess +2, physical 
  prowess +2, resistance +3, toughening +1, weapon 
  attunement +2 (amulet)
  Diegga is part of a network of berbalangs that also 
  includes the CR 14 and 18 mediums (pages 18 and 22). 
  She could be the lowest part of the chain, or perhaps 
  ordinary berbalangs are, in which case she would be a 
  sergeant in the organisation. See the sidebar for more 
  about these berbalangs’ lairs.
  Rulon Meclenbar          (CR 11; 12,800 XP)
  Male aasimarB1 medium 12
  LG Medium outsider (native)
  Init +6; Senses darkvision 60 ft.; Perception +17
  Defense
  AC 27, touch 16, flat-footed 23 (+8 armor, +2 
  deflection, +2 Dex, +2 dodge, +3 natural)
  hp 117 (12d8+60; 132 with false life)
  Fort +14, Ref +12, Will +11
  Resist acid 5, cold 5, electricity 5
  Offense
  Speed 60 ft.
  Melee +2 falchion +20/+20/+20/+15 (2d4+12/19-20)
  Ranged adaptiveUE composite longbow 
  +18/+18/+18/+13 (1d8+9/x3)
  Special Attacks fleet charge, haunt channeler (6d6), 
  sudden attack
  Medium Spells Known (CL 12th; concentration +18)
  3rd (2)—greater invisibility, locate creature, magic 
  circle against evil, mindscape doorOA
  2nd (3)—detect mindscapeOA, false life, find traps, haste, 
  speak with dead
  Berbalang Lairs
  Regarding the berbalangs described within this 
  volume (the CR 10, 14, and 18 mediums), each of the 
  three stat blocks normally channels one type of spirit: 
  archmage, hierophant, or trickster. Therefore, the lairs 
  for any of these berbalangs should include at least one 
  trap-filled location, an altar to the god of undeath, and 
  a library. This is so that any resident or visiting type of 
  berbalang medium can channel one of the three types 
  of spirit that they wish.
  
  16
  1st (4)—calm spiritOA (W-DC 17), charge objectOA, detect 
  undead, expeditious retreat, identify, remove fear
  0—daze (W-DC 16), detect psychic significanceOA, light, 
  message, siftAPG, stabilize
  Aasimar Spell-Like Ability (CL 12th; concentration +18)
  1/day—daylight
  Tactics
  Before Combat Rulon casts false life. He drinks a 
  potion of barkskin and bull’s strength and cast haste if 
  a powerful group of opponents is expected. He casts 
  other spells as discussed with his allies.
  During Combat Rulon makes full attacks with his 
  weapons, but adjusts his actions as needed to best 
  help his allies. 
  Basic Statistics Without pre-buffing, Rulon’s 
  statistics are AC 24, touch 15, flat-footed 21; Ref 
  +11; Speed 30 ft.; Melee +2 falchion +17/+17/+12 
  (2d4+9/19-20); Ranged adaptiveUE composite 
  longbow +17+17/+12 (1d8+7/x3); Str 16; CMB 
  +12; CMD 24
  Statistics
  Abilities Str 16, Dex 14, Con 16, Int 10, Wis 10, Cha 23
  Base Atk +9; CMB +10; CMD 22
  Feats Dodge, Improved Initiative, Lightning Reflexes, 
  Toughness, Weapon Focus (falchion, longbow)
  Skills Diplomacy +23, Knowledge (arcana) +15, 
  Perception +17, Spellcraft +15; Racial Modifiers 
  +2 Diplomacy, +2 Perception
  Languages Celestial, Common
  SQ champion’s prowess (spiked chain), connection 
  channel, location channel (12 rounds), propitiation, 
  séance boon (+2 bonus to non-spell damage rolls*), 
  shared séance, spirit (Champion, influence 1), spirit 
  bonus (+4 to attack rolls*, non-spell damage rolls*, 
  Strength checks, Strength-based skill checks, and 
  Fortitude saves*), spirit surge (1d8)
  * Bonuses included.
  Combat Gear potion of barkskin (2), bull’s strength 
  (4), and cure light wounds (2); Gear mithral 
  breastplate, mwk falchion, +1 adaptiveUE composite 
  longbow with 40 arrows, dagger, handy haversack 
  (with 500 gp worth of mundane equipment*), 
  spell component pouch, pouch with 115 gp worth 
  of mixed coins and gems; Automatic Bonus 
  Progression armor attunement +2 (clothes), 
  deflection +2, mental prowess +4, physical 
  prowess +2, resistance +3, toughening +1, weapon 
  attunement +2 (falchion)
  * This is left unspecified to suit the GM’s needs.
  Rulon is an aasimar that tries to live a virtuous and 
  righteous life, and mostly succeeds. He is based in 
  a monastery that trains paladins and other virtuous 
  mediums, and teaches combat as well as other 
  skills. The monastery could be based in a city (or the 
  outskirts), or in a secluded area.
  Grenna Aparici             (CR 12; 19,200 XP)
  Female human medium (storyteller) 13
  NE Medium humanoid (human)
  Init +6; Senses Perception +15
  Defense
  AC 27, touch 16, flat-footed 23 (+8 armor, +2 
  deflection, +2 Dex, +2 dodge, +3 natural)
  hp 140 (13d8+78; 164 with greater false life)
  Fort +13, Ref +12, Will +12
  Immune disease
  Offense
  Speed 60 ft., fly 90 ft. (good)
  
  17
  Melee +2 spear +13/+13/+8 (1d8+3/x3)
  Special Attacks channel negative energy (7/day; 
  W-DC 22; 6d6), storyteller’s performance (34 
  rounds/day; swift action; inspire courage +3, inspire 
  competence +4, inspire greatness)
  Medium Spells Known (CL 13th; concentration +19)
  5th (2)—greater forbid actionE, UM* (W-DC 23), mass 
  inflict light wounds* (W-DC 21)
  4th (4)—debilitating portentE, UC* (W-DC 24), 
  feeblemindE (W-DC 22), inflict critical wounds* (W-DC 
  20), mass inflict painE, OA (W-DC 22)
  3rd (5)—fly, greater false lifeUM, inflict serious wounds* 
  (W-DC 19), mindscape doorOA, node of blastingOA (W-
  DC 19), protection from energy*
  2nd (7)—clairaudience/clairvoyance, enthrallE* (W-DC 
  20), haste, heroism, inflict moderate wounds* (W-DC 
  18), invisibility, tongues
  1st (7)—burst of insightOA, calm spiritOA (W-DC 17), 
  disguise self, endure elements*, inflict light wounds* 
  (W-DC 17), protection from good, silent image (W-DC 
  17), unseen servant
  0—dazeE (W-DC 18), flare (F-DC 16), ghost sound 
  (W-DC 16), light, purify food and drink*, read magic, 
  stabilize
  * These are divine spells
  Tactics
  Before Combat Grenna casts greater false life. She 
  drinks a potion of barkskin, casts fly and tongues on 
  herself, and haste when combat is imminent. If there 
  is enough time, she also casts heroism or invisibility on 
  as many allies as possible, as they prefer. 
  During Combat In the first round, Grenna uses 
  a swift action to start inspire courage and casts 
  greater forbid action (“attack”) on her opponents. 
  In the second and subsequent rounds, she casts 
  haste on her allies if she hasn’t already done so, 
  and otherwise casts spells to interfere with her 
  enemies, such as greater forbid action (“attack”) 
  again on her foes if most of her enemies made their 
  saves, feeblemind, mass inflict pain, or greater forbid 
  action (with other words) as best fits the nature 
  of her enemies. She likely commands her allies to 
  gang up on enemies, starting with healers first. If 
  surrounded by multiple opponents, she might use 
  channel negative energy against them. She tries to 
  avoid melee combat. If her allies are quickly and 
  easily slain, she most likely flees.
  Basic Statistics Without pre-buffing, Grenna’s 
  statistics are AC 24, touch 15, flat-footed 21; Ref +11; 
  Speed 30 ft.; Melee +2 spear +12/+7 (1d8+3/x3)
  Statistics
  Abilities Str 12, Dex 14, Con 18, Int 10, Wis 8, Cha 23
  Base Atk +9; CMB +10; CMD 22
  Feats Dodge, Great Fortitude, Greater Spell Focus 
  (enchantment), Improved Initiative, Iron Will, 
  Lightning Reflexes, Spell Focus (enchantment), 
  Toughness
  Skills Fly +17 (+27 with fly cast), Knowledge 
  (arcana, religion) +20, Perception +15, Perform 
  (comedy) +10, Spellcraft +16
  Languages Common; tongues
  SQ ask the spirits, diminished spirits, energy font 
  (negative), knowledge of tales (+4*), learn the 
  story, location channel (13 rounds), overflowing 
  grace, spirit (Hierophant, influence 2), spirit surge 
  (1d8), versatile surge
  * Bonus included.
  Combat Gear potion of barkskin (2) and cure 
  moderate wounds (2); Gear mithral breastplate, 
  mwk spear, dagger, periapt of health, silver unholy 
  symbol, necklace (worth 200 gp), spell component 
  pouch, pouch with 65 gp worth of mixed coins 
  and gems; Automatic Bonus Progression armor 
  attunement +2, deflection +2, mental prowess +4, 
  physical prowess +4, resistance +3, toughening +1, 
  weapon attunement +2 (spear)
  Grenna is the owner of a theatre in a big city, where 
  she sometimes performs. Her comedy is bitingly 
  nasty. She travels about a lot, partly to discover acts 
  or material for the theatre, but also to engage in her 
  personal goals. Her highly secured private quarters 
  has a shrine to her god.
  Iciss Farivar                  (CR 13; 25,600 XP)
  Female elf medium (storyteller) 14
  CN Medium humanoid (elf)
  Init +8; Senses low-light vision; Perception +21
  Defense
  AC 27, touch 17, flat-footed 22 (+8 armor, +2 
  deflection, +4 Dex, +1 dodge, +2 natural)
  hp 136 (14d8+70; 161 with greater false life)
  Fort +13, Ref +14, Will +15; +2 vs enchantment 
  spells and effects
  Immune magic sleep effects
  Offense
  Speed 30 ft.
  Melee +2 longsword +12/+7 (1d8+2/19-20)
  Special Attacks storyteller’s performance (35 
  rounds/day; swift action; inspire courage +3, inspire 
  competence +4, inspire greatness)
  Medium Spells Known (CL 14th; concentration +19)
  5th (3)—shadow evocationI* (W-DC 21)
  4th (5)—black tentacles*, greater false lifeUM, planar 
  adaptationAPG, plane shift (W-DC 19)
  3rd (5)—displacement, major imageI (W-DC 19), node 
  
  18
  of blastingOA (W-DC 18), remove disease, sleet storm*
  2nd (6)—analyze auraOA, find traps, invisibility*, knock, 
  speak with dead, water walk
  1st (7)—calm spiritOA (W-DC 16), comprehend 
  languages, endure elements*, expeditious retreat, 
  invigorateAPG, remove fear, unseen servant
  0—detect magic, detect psychic significanceOA, ghost 
  soundI (W-DC 16), light*, mage hand, message, read 
  magic
  * These are arcane spells
  Tactics
  Before Combat Iciss casts greater false life. She 
  casts displacement when combat is imminent, and 
  might cast major image in an attempt to mislead 
  opponents.
  During Combat In the first round, Iciss uses a 
  swift action to start inspire courage and casts 
  black tentacles on her enemies. In the second and 
  subsequent rounds, she uses her wand, or casts 
  shadow evocation or other spells on her enemies, as 
  best fits the situation.
  Statistics
  Abilities Str 10, Dex 18, Con 16, Int 10, Wis 14, Cha 21
  Base Atk +10; CMB +10; CMD 24
  Feats Dodge, Great Fortitude, Heighten Spell, 
  Improved Initiative, Lightning Reflexes, Spell Focus 
  (illusion), Toughness
  Skills Knowledge (arcana) +21, Knowledge 
  (geography) +18, Perception +21, Perform 
  (oratory) +9, Spellcraft +16 (+18 to identify item 
  properties); Racial Modifiers +2 Perception
  Languages Common, Elven
  SQ archmage arcana, arcane surge, ask the spirits, 
  astral journey, diminished spirits, elf magic, 
  knowledge of tales (+4*), learn the story, location 
  channel (14 rounds), spirit (Archmage, influence 
  2), spirit surge (1d8), versatile surge, weapon 
  familiarity (elf), wild arcana
  * Bonus included. 
  Combat Gear potions of cure moderate wounds 
  (8), scrolls of sending (4) and teleport (4), wand 
  of ill omenAPG (40 charges, CL 10); Gear mithral 
  breastplate, mwk longsword, dagger, spell 
  component pouch, one or more forked metal rods 
  (focus for plane shift), pouch with 177 gp worth 
  of mixed coins and gems; Automatic Bonus 
  Progression armor attunement +2, deflection +2, 
  mental prowess +4/+2, physical prowess +4/+2, 
  resistance +4, toughening +2, weapon attunement 
  +2 (longsword)
  Iciss has been a professional storyteller for a long 
  time. She travels almost constantly, giving grand 
  performances at one place or another. She lives in 
  a caravan, which she has adapted to carry many 
  books (this functions as a library for séance). She has 
  performed at Grenna Aparici’s theatre, but doesn’t 
  like her very much.
  Mazza                           (CR 14; 38,400 XP)
  Male berbalangB3 medium 12
  CE Medium undead
  Init +8; Senses darkvision 60 ft.; Perception +27
  Defense
  AC 29, touch 17, flat-footed 24 (+5 armor, +2 
  deflection, +4 Dex, +1 dodge, +7 natural); 
  incorporeal form: AC 23, touch 23, flat-footed 18 
  (+8 deflection, +4 Dex, +1 dodge)
  hp 213 (20d8+132)
  Fort +17, Ref +16, Will +23
  Defensive Ability projection; DR 10/good or silver; 
  Immune undead traits; Resist fire 10
  Offense
  Speed 70 ft., fly 90 ft. (good)
  Melee 2 bites +27 (1d6+11 plus paralysis) and 2 
  claws +27 (1d6+11 plus paralysis), or 2 incorporeal 
  touches +23 (1d4 Con)
  Special Attacks haunt channeler (6d6), paralysis 
  (1d4+1 rounds, F-DC 22)
  Medium Spells Known (CL 12th; concentration 
  +18)
  4th (4)—enervation*
  3rd (5)—detect scrying, dimension door, invisibility 
  sphere*, locate creature, mindscape doorOA
  2nd (7)—command undead* (W-DC 18), detect 
  mindscapeOA, haste, hideous laughter (W-DC 18), 
  instigate psychic duelI, OA (W-DC 20), speak with dead
  1st (7)—alarm*, decompose corpseUM, expeditious 
  retreat, ill omenAPG, silent imageI (W-DC 19), restore 
  corpseUM, ventriloquismI (W-DC 19)
  0—detect magic, detect psychic significanceOA, flare 
  (W-DC 16), message, prestidigitation, ray of frost*, 
  read magic
  * These are arcane spells
  Berbalang Spell-Like Abilities (CL 9th; 
  concentration +15)
  At will—bleed (W-DC 16), ghost soundI (W-DC 18) 
  3/day—alter self, charm person (W-DC 17) 
  Tactics
  Before Combat Mazza casts detect scrying. He 
  casts expeditious retreat and haste when combat is 
  imminent, and almost certainly uses his wand as well.
  During Combat Mazza makes full attacks with his 
  natural weapons, using Power Attack. If a number 
  
  19
  of these creatures are encountered at the same 
  time, then one or more might try using spells such 
  as enervation, ill omen and/or hideous laughter 
  against their enemies. To make things harder for 
  his enemies he might smash an oil of darkness on 
  the ground.
  Basic Statistics Without pre-buffing, Mazza’s 
  statistics are AC 28, touch 16, flat-footed 24; 
  incorporeal form: AC 22, touch 22, flat-footed 
  18; Ref +15; Speed 40 ft., fly 60 ft. (good); Melee 
  bite +26 (1d6+11 plus paralysis) and 2 claws +26 
  (1d6+11 plus paralysis), or incorporeal touch +22 
  (1d4 Con)
  Statistics
  Abilities Str 27, Dex 19, Con —, Int 18, Wis 18, Cha 22
  Base Atk +15; CMB +23; CMD 42
  Feats Ability FocusB1 (paralysis), Defensive Combat 
  Training, Greater Spell Focus (illusion), Improved 
  Initiative, Lightning Reflexes, Power Attack, Psychic 
  CombatantOA, Psychic DefenderOA, Spell Focus 
  (illusion)
  Skills Bluff +17, Escape Artist +12, Fly +31, 
  Knowledge (arcana, planes) +23, Knowledge (local) 
  +28, Knowledge (religion) +27, Perception +27, 
  Spellcraft +23, Stealth +27, Use Magic Device +21
  Languages Abyssal, Common, Infernal, Orc
  SQ archmage arcana, arcane surge, connection 
  channel, location channel (12 rounds), propitiation, 
  séance boon (+2 bonus to spell damage for spells 
  that deal damage (to each target)), shared séance, 
  spirit (Archmage, influence 1), spirit bonus (+4 
  to concentration checks, Intelligence checks, and 
  Intelligence-based skill checks*), spirit surge (1d8), 
  wild arcana
  * Bonus included.
  Combat Gear oils of darkness (2), potions of inflict 
  moderate wounds (2), wand of magic circle against 
  good (40 charges) ; Gear mwk leather armor, mwk 
  morningstar, dagger, ring of minor fire resistance, 
  spell component pouch, pouch with 132 gp worth 
  of mixed coins and gems; Automatic Bonus 
  Progression armor attunement +3, deflection +2, 
  mental prowess +4/+2, physical prowess +4/+2, 
  resistance +5, toughening +2, weapon attunement 
  +3 (amulet) 
  Mazza is part of a network of berbalangs that also 
  includes the CR 10 and 18 mediums (pages 15 and 22). 
  He is part of the middle rank within the organisation. 
  This organisation is a branch of an evil deity of 
  undeath’s religion. See the sidebar (page 15) for more 
  about these berbalangs’ lairs.
  Tyroc Sirmon               (CR 15; 51,200 XP)
  Male half-elf medium 16
  NG Medium humanoid (elf, human)
  Init +7; Senses low-light vision; Perception +25
  Defense
  AC 32, touch 16, flat-footed 28 (+9 armor, +2 
  deflection, +3 Dex, +1 dodge, +2 natural, +5 shield)
  hp 171 (16d8+96; 186 with false life)
  Fort +23, Ref +17, Will +18; +2 vs enchantment 
  spells and effects
  Immune magic sleep effects
  Offense
  Speed 30 ft.
  Melee +4 adamantine longsword +30/+30/+25/+20 
  (1d8+18/19-20)
  Special Attacks fleet charge, haunt channeler (8d6), 
  sudden attack
  Medium Spells Known (CL 16th; concentration +19)
  4th (1)—break enchantment, death ward, reincarnate, 
  teleport
  3rd (3)—dispel magic, locate object, magic circle 
  against evil, remove curse, sending
  2nd (4)—analyze auraOA, darkvision, false life, gentle 
  repose, heroism, speak with hauntACG (W-DC 15)
  1st (4)—calm spiritOA (W-DC 14), detect undead, 
  expeditious retreat, heightened awarenessAPG, identify, 
  remove fear
  0—detect psychic significanceOA, light, message, 
  prestidigitation, siftAPG, stabilize
  Tactics
  Before Combat Tyroc casts false life. He casts 
  heroism when combat is imminent. If expecting to 
  fight opponents with damage reduction, he also 
  drinks a potion of bull’s strength. He casts other 
  spells as discussed with his allies.
  During Combat Tyroc makes full attacks with his 
  weapons, but adjusts his actions as needed to best 
  help his allies. 
  Basic Statistics Without pre-buffing,Tyroc’s 
  statistics are Fort +21, Ref +15, Will +16; Melee +4 
  longsword +26/+26/+21/+16 (1d8+16/19-20); Str 
  20; CMB +17; CMD 30; reduce skills by -2
  Statistics
  Abilities Str 24, Dex 16, Con 18, Int 10, Wis 12, Cha 16
  Base Atk +12; CMB +19; CMD 32
  Feats Combat Reflexes, Dodge, Great Fortitude, 
  Improved Initiative, Lightning Reflexes, Nimble 
  Moves, Shield Proficiency, Skill Focus (Spellcraft), 
  Toughness
  Skills Fly +6 (+12 with fly), Knowledge (arcana, 
  planes) +21, Perception +25, Spellcraft +31; Racial 
  
  20
  Modifiers +2 Perception
  Languages Common, Elven
  SQ ask the spirits, astral journey, champion’s 
  prowess (elven curve blade), connection channel, 
  location channel (16 rounds), propitiation, séance 
  boon (+2 bonus to non-spell damage rolls*), shared 
  séance, spirit (Champion, influence 1), spirit 
  bonus (+5 to attack rolls*, non-spell damage rolls*, 
  Strength checks, Strength-based skill checks, and 
  Fortitude saves*), spirit surge (1d8), trance of three
  * Bonuses included.
  Combat Gear potion of bull’s strength (4) and cure 
  moderate wounds (4), scrolls of death ward (6), 
  wand of fly (20 charges); Gear mithral breastplate, 
  heavy mithral shield, mwk adamantine longsword, 
  dagger, necklace of adaptation, silversheen, spell 
  component pouch, pouch with 107 gp worth 
  of mixed coins and gems; Automatic Bonus 
  Progression armor attunement +3/+3, deflection 
  +2, mental prowess +6/+2, physical prowess 
  +4/+2, resistance +5, toughening +2, weapon 
  attunement +4 (longsword)
  Tyroc is the abbot in a monastery that trains paladins 
  and other virtuous mediums, and teaches combat as 
  well as other skills. The monastery could be based in 
  a city (or the outskirts), or in a secluded area. Rulon 
  Meclenbar (page 15) is one of the teachers at the 
  monastery.
  Pietra Sibble                (CR 16; 76,800 XP)
  Female human medium 17
  LN Medium humanoid (human)
  Init +7; Senses Perception +26
  Defense
  AC 32, touch 16, flat-footed 29 (+10 armor, +3 
  deflection, +3 Dex, +6 natural)
  hp 199 (17d8+119; 227 with greater false life)
  Fort +17, Ref +15, Will +21
  Offense
  Speed 30 ft.
  Melee +4 morningstar +17/+12/+7 (1d8+4/x3) 
  (used two-handed)
  Special Attacks channel positive energy (9/day; 
  W-DC 26; 10d6), haunt channeler (8d6), legendary 
  hierophant
  Medium Spells Known (CL 17th; concentration +25)
  6th (3)—heal*, mass cure moderate wounds*
  5th (5)—flame strike* (R-DC 23), mass cure light 
  wounds*
  4th (6)—cure critical wounds*, feeblemind (F-DC 22), 
  greater false lifeUM, greater magic weapon*, mage’s 
  private sanctum, telepathic bond
  3rd (7)—cure serious wounds*, detect scrying, 
  dimension door, displacement, dream, greater 
  invisibility, water breathing*
  2nd (7)—analyze auraOA, bull’s strength, cast outAPG (W-
  DC 20), cognitive blockOA (W-DC 20), cure moderate 
  wounds*, haste, heroism, shield other*
  1st (7)—ant haulAPG, burst of insightOA, calm spiritOA (W-
  DC 19), charge objectOA, cure light wounds*, expeditious 
  retreat, protection from chaos, sanctuary* (W-DC 19)
  0—detect magic, detect psychic significanceOA, light, 
  mage hand, siftAPG, stabilize
  * These are divine spells
  
  21
  Tactics
  Before Combat Pietra casts detect scrying and 
  greater false life on herself, and greater magic 
  weapon on any allies’ weapons that need it. She 
  drinks a potion of barkskin and casts various buff 
  spells on her allies when combat is imminent, and 
  might cast sanctuary or shield other. She discusses 
  what she will do with allies before taking action.
  During Combat Pietra helps any allies as best 
  he can, either fighting defensively to help set up 
  flanking positions, using healing effects on allies, 
  or casting offensive spells like feeblemind or flame 
  strike. The legendary hierophant ability is reserved 
  for emergencies. 
  Basic Statistics Without pre-buffing, Pietra’s 
  statistics are AC 29, touch 16, flat-footed 26 (+10 
  armor, +3 deflection, +3 Dex, +3 natural)
  Statistics
  Abilities Str 10, Dex 16, Con 20, Int 10, Wis 12, Cha 26
  Base Atk +12; CMB +12; CMD 25
  Feats Combat Casting, Combat Reflexes, Dodge, 
  Empower Spell, Great Fortitude, Heighten Spell, 
  Improved Initiative, Lightning Reflexes, Toughness, 
  Weapon Focus (morningstar)
  Skills Diplomacy +28, Knowledge (arcana, religion) 
  +20, Perception +26, Spellcraft +20
  Languages Common
  SQ ask the spirits, astral journey, connection 
  channel, energy font (positive), location channel 
  (14 rounds), overflowing grace, propitiation, 
  séance boon (+2 hp healed for healing spells per 
  target), shared séance, spirit (Hierophant, influence 
  1), spirit bonus (+5 to Wisdom checks, Wisdom 
  -based skill checks*, and Will saves*), spirit surge 
  (1d8)
  * Bonus included.
  Combat Gear potion of barkskin (2; +3, CL 6); 
  Gear mithral breastplate, morningstar, dagger, 
  phylactery of positive channeling, ring of curingUE, 
  rod of extend metamagic, silver holy symbol, spell 
  component pouch, pair of platinum rings (worth 
  50 gp, focus for shield other), pouch with 9 gp 
  worth of mixed coins and gems; Automatic Bonus 
  Progression armor attunement +4, deflection +3, 
  mental prowess +6/+2, physical prowess +6/+2, 
  resistance +5, toughening +3, weapon attunement 
  +4 (morningstar)
  Pietra used to be an adventurer, and fought well 
  against the forces of darkness. She now lives quietly 
  in a city somewhere, where she is part of a religious 
  community. She keeps in touch with her former 
  adventuring allies (which include the CR 15 and 17 
  kineticists in Occult Character Codex: Kineticists).
  Scathe Dargard           (CR 17; 102,400 XP)
  Male half-orc medium (reanimated medium) 18
  LE Medium humanoid (human, orc)
  Init +7; Senses darkvision 60 ft.; Perception +28
  Defense
  AC 33, touch 18, flat-footed 29 (+11 armor, +4 
  deflection, +3 Dex, +1 dodge, +4 natural)
  hp 210 (18d8+126; 239 with greater false life)
  Fort +23, Ref +16, Will +18
  Defensive Abilities lingering spirit, spirit warding; 
  Immunities possession, death effects, negative 
  energy
  Offense
  Speed 30 ft., fly 60 ft. (good)
  Melee +5 impervious adamantine falchion 
  +30/+30/+25/+20 (2d4+25/18-20)
  Special Attacks fleet charge, sudden attack
  Medium Spells Known (CL 18th; concentration +21)
  4th (2)—battlemind linkUM, break enchantment, 
  freedom of movement, mage’s private sanctum, 
  teleport
  3rd (3)—dimensional anchor, displacement, fly, 
  greater false lifeUM, retrocognitionOA, sending
  2nd (4)—clairaudience/clairvoyance, find traps, 
  locate creature, heroism, speak with dead, tactical 
  acumenUC
  1st (5)—calm spiritOA (W-DC 14), deathwatch, 
  disguise self, ill omenAPG, mindlinkOA, remove fear
  0—dancing lights, detect magic, flare (F-DC 13), 
  message, prestidigitation, read magic
  Tactics
  Before Combat Scathe casts greater false life. 
  Each day after channeling his self, he uses spirit 
  surge once to reduce his influence to 2. He casts 
  battlemind link, displacement, fly, and tactical 
  acumen when combat is imminent.
  During Combat Scathe makes full attacks with his 
  weapons.
  Statistics
  Abilities Str 22, Dex 16, Con 20, Int 10, Wis 14, Cha 16
  Base Atk +13; CMB +19; CMD 32
  Feats Combat Casting, Combat Reflexes, Dodge, 
  Eschew Materials, Great Fortitude, Greater Weapon 
  Specialization (falchion)B, Improved Initiative, 
  Lightning Reflexes, Toughness, Weapon Focus 
  (falchion), Weapon Specialization (falchion)B
  Skills Fly +24 (+37 with fly cast), Intimidate +29, 
  Knowledge (arcana) +12, Perception +28, Spellcraft 
  +12; Racial Modifiers +2 Intimidate
  Languages Common, Orc
  
  22
  SQ champion’s prowess (bastard sword), ask the 
  spirits, astral journey, channel self, ease passage, 
  legendary champion, nothing is taboo, propitiation, 
  séance boon (+2 bonus to non-spell damage rolls*), 
  shared séance, spirit (Champion, influence 2), 
  spirit bonus (+5 to attack rolls*, non-spell damage 
  rolls*, Strength checks, Strength-based skill checks, 
  and Fortitude saves*), spirit surge (1d8), trance of 
  three, weapon familiarity (half-orc)
  * Bonuses included.
  Combat Gear potion of cure moderate wounds (5); 
  Gear mithral breastplate, impervious adamantine 
  falchion, mwk falchion, dagger, circlet of persuasion, 
  eyes of the eagle, periapt of wound closure, ring 
  of mind shielding, ring of sustenance, rod of lesser 
  extend metamagic, pouch with 47 gp worth 
  of mixed coins and gems; Automatic Bonus 
  Progression armor attunement +5, deflection +4, 
  mental prowess +6/+2/+2 or +4/+4/+2, physical 
  prowess +4/+2, resistance +5, toughening +4, 
  weapon attunement +5 (falchion)
  Scathe was once a heroic figure, fighting the forces 
  of darkness. But then he was killed, and reanimated. 
  He has since drifted into lawful evil, because he’s 
  trying to do the right thing about some cause or 
  other, but has become a bit too ruthless. He should 
  be a “sympathetic” villain, and possibly redeemable.
  Vakka                       (CR 18; 153,600 XP)
  Female berbalangB3 medium 16
  CE Medium undead
  Init +18; Senses blindsense 30 ft.*, darkvision 60 
  ft.; Perception +37
  * Granted by the circlet of mindsight; the blindsight 
  is conditional.
  Defense
  AC 36, touch 21, flat-footed 30 (+5 armor, +5 
  deflection, +5 Dex, +1 dodge, +10 natural); 
  incorporeal form: AC 27, touch 27, flat-footed 21 
  (+11 deflection, +5 Dex, +1 dodge)
  hp 279 (24d8+168)
  Fort +21, Ref +20, Will +31
  Defensive Ability projection; DR 10/good or silver; 
  Immune undead traits
  Offense
  Speed 40 ft., fly 60 ft. (good)
  Melee 2 bites +33 (1d6+15 plus paralysis) and 2 claws 
  +33 (1d6+15 plus paralysis), or 2 incorporeal touches 
  +28 (1d4 Con)
  Special Attacks channel negative energy (8/day; 
  W-DC 25; 10d6), haunt channeler (8d6), legendary 
  hierophant, paralysis (1d4+1 rounds, F-DC 23)
  Medium Spells Known (CL 16th; concentration +23)
  6th (2)—harmN* (W-DC 25), mass inflict moderate 
  woundsN* (W-DC 25)
  5th (4)—major curseN, UM* (W-DC 24), mass inflict light 
  woundsN* (W-DC 24)
  4th (4)—break enchantment, inflict critical woundsN* 
  (W-DC 23), planar adaptationAPG, plane shift (W-DC 22), 
  spell immunity*, teleport
  3rd (5)—detect scrying, inflict serious woundsN* (W-
  DC 22), invisibility purge*, locate creature, mindscape 
  doorOA, node of blastingOA (W-DC 20), sending
  2nd (7)—analyze auraOA, darkness*, detect mindscapeOA, 
  haste, hideous laughter (W-DC 19), inflict moderate 
  woundsN* (W-DC 21), instigate psychic duelOA (W-DC 19), 
  speak with dead
  1st (7)—anticipate perilUM, decompose corpseUM*, 
  expeditious retreat, ill omenAPG, inflict light woundsN* 
  (W-DC 20), silent image (W-DC 18), restore corpseUM, 
  ventriloquism (W-DC 18)
  0—detect magic, detect psychic significanceOA, flare (W-
  DC 16), mending*, message, prestidigitation, read magic
  
  23
  * These are divine spells
  Berbalang Spell-Like Abilities (CL 9th; concentration 
  +16)
  At will—bleed (W-DC 17), ghost sound (W-DC 17) 
  3/day—alter self, charm person (W-DC 18) 
  Tactics
  Before Combat Vakka casts anticipate peril and 
  haste when combat is imminent.
  During Combat Vakka makes full attacks with his 
  natural weapons, using Power Attack. If a number 
  of these creatures are encountered at the same 
  time, then one or more might try using spells 
  such as darkness (on the floor), ill omen and/or 
  major curse against their enemies. The legendary 
  hierophant ability is reserved for emergencies, 
  while the scrolls are intended to heal the berbalang 
  (and possibly her allies) if needed.
  Basic Statistics Without pre-buffing, Vakka’s 
  statistics are Init +13; AC 35, touch 20, flat-footed 
  30; incorporeal form: AC 26, touch 26, flat-
  footed 21; Ref +19; Melee bite +33 (1d6+15 plus 
  paralysis) and 2 claws +33 (1d6+15 plus paralysis), 
  or incorporeal touch +28 (1d4 Con)
  Statistics
  Abilities Str 30, Dex 21, Con —, Int 20, Wis 20, Cha 24
  Base Atk +18; CMB +28 (+30 disarm); CMD 49 (51 vs 
  disarm)
  Feats Ability FocusB1 (paralysis), Combat Casting, 
  Defensive Combat Training, Eschew Materials, 
  Great Fortitude, Greater Spell Focus (necromancy), 
  Improved Initiative, Lightning Reflexes, Power 
  Attack, Psychic CombatantOA, Psychic DefenderOA, 
  Spell Focus (necromancy)
  Skills Bluff +26, Escape Artist +13, Fly +36, Knowledge 
  (arcana, planes) +24, Knowledge (local, nobility) +29, 
  Knowledge (religion) +32, Perception +37, Spellcraft 
  +24, Stealth +32, Use Magic Device +26
  Languages Abyssal, Common, Dwarven, Infernal, Orc 
  SQ ask the spirits, astral journey, connection channel, 
  energy font (positive), location channel (14 rounds), 
  overflowing grace, propitiation, séance boon (+2 hp 
  healed for healing spells per target), shared séance, 
  spirit (Hierophant, influence 1), spirit bonus (+5 to 
  Wisdom checks, Wisdom -based skill checks*, and 
  Will saves*), spirit surge (1d8)
  * Bonus included.
  Combat Gear scrolls* of harm (3; CL 15); Gear 
  dagger, amulet of mighty fists* (duelingUE), circlet of 
  mindsightUE, elixir of hiding (2), longarm bracersUE, 
  phylactery of negative channeling, silver unholy 
  symbol, one or more forked metal rods (focus for 
  plane shift), pouch with 22 gp worth of mixed coins; 
  Automatic Bonus Progression armor attunement 
  +5 (clothes), deflection +5, mental prowess 
  +6/+4/+2, physical prowess +6/+4/+2, resistance 
  +5, toughening +5, weapon attunement +5 (amulet)
  * These items are cursed, having the requirement of 
  worshipping an evil deity of undeath, or they do not 
  function for the user.
  Vakka is part of a network of berbalangs that also 
  includes the CR 10 and 14 mediums (pages 15 and 18). 
  She is part of the leadership of the organisation. This 
  organization is a branch of an evil deity of undeath’s 
  religion. See the sidebar (page 15) for more about 
  these berbalangs’ lairs.
  Caractacus Panza       (CR 19; 204,800 XP)
  Male gnome medium 20
  NE Small humanoid (gnome)
  Init +8; Senses darkvision 60 ft.*, low-light vision; 
  Perception +27 (+32 to notice haunts)
  * Granted by the goggles.
  Defense
  AC 36, touch 20, flat-footed 32 (+11 armor, +5 
  deflection, +4 Dex, +5 natural, +1 size)
  hp 253 (20d8+160; 284 with greater false life)
  Fort +19, Ref +17, Will +19; +2 vs illusion spells and 
  effects
  Offense
  Speed 30 ft., fly 60 ft. (good)
  Melee +5 spear +21/+16/+11 (1d6+5/x3)
  Special Attacks +1 attack bonus vs humanoids 
  (goblins and reptilians), haunt channeler (10d6)
  Medium Spells Known (CL 20th; concentration +30)
  6th (7)—disintegrate* (F-DC 26)
  5th (7)—shadow evocationI* (F-DC 26)
  4th (7)—enervation*, freedom of movement, mage’s 
  private sanctum, mass inflict painOA (F-DC 24), 
  nightmareI (F-DC 25), teleport
  3rd (7)—call spiritOA (W-DC 23), fly, greater false 
  lifeUM, greater invisibility, invisibility sphere*, 
  mindscape doorOA, possessionOA (W-DC 23)
  2nd (8)—analyze auraOA, bestow curse (F-DC 22), 
  detect mindscapeOA, haste, heroism, tactical acumenUC, 
  whispering wind*
  1st (8)—burst of insightOA, calm spiritOA (W-DC 21), 
  charge objectOA, comprehend languages*, expeditious 
  retreat, identify, unseen servant
  0—daze (W-DC 20), detect magic, detect psychic 
  significanceOA, light, ray of frost*, read magic, siftAPG
  * These are arcane spells 
  Gnome Spell-Like Abilities (CL 20th; concentration 
  +30)
  1/day—dancing lights, ghost soundI (W-DC 21), 
  prestidigitation, speak with animals
  
  24
  Tactics
  Before Combat Caractacus casts greater false life. 
  He casts fly, freedom of movement, and greater 
  invisibility when combat is imminent, and buffs 
  allies with as many spells as possible.
  During Combat Caractacus begins combat using his 
  legendary archmage ability to cast either mage’s 
  disjunction or overwhelming presenceUM (W-DC 29). 
  On subsequent rounds, he buffs allies with haste 
  if he hasn’t already done so, but otherwise casts 
  attack spells such as disintegrate, enervation, mass 
  inflict pain, and shadow evocation.
  Statistics
  Abilities Str 10, Dex 18, Con 22, Int 12, Wis 14, Cha 
  30
  Base Atk +15; CMB +14; CMD 28
  Feats Combat Casting, Dodge, Great Fortitude, 
  Heighten Spell, Hidden PresenceOA, Improved 
  Initiative, Lightning Reflexes, Manipulative 
  PresenceOA, Spirit SenseOA, Toughness
  Skills Appraise +27, Diplomacy +28, Fly +19 (+33 
  with fly cast), Perception +27 (+32 to notice 
  haunts), Profession (merchant) +27, Sense Motive 
  +30; Racial Modifiers +2 Perception, +2 Profession 
  (merchant)
  Languages Common, Gnome, Infernal, Sylvan
  SQ archmage arcana, arcane surge, ask the spirits, 
  astral beacon, astral journey, connection channel, 
  gnome magic, legendary archmage, location 
  channel (20 rounds), propitiation, séance boon (+2 
  bonus to spell damage for spells that deal damage 
  (to each target)), shared séance, spacious soul, 
  spirit (Archmage, influence 1), spirit bonus (+6 
  to concentration checks, Intelligence checks, and 
  Intelligence-based skill checks*), spirit mastery, 
  spirit surge (1d10), trance of three, weapon 
  familiarity (gnome), wild arcana
  * Bonus included.
  Gear mithral breastplate, mwk spear, dagger, 
  bracelet of bargainingUE, goggles of night, necklace 
  and rings (worth 450 gp), ring of sustenance, rod 
  of enemy detection, rod of furious* metamagic (2), 
  pouch with 40 gp worth of mixed coins and gems; 
  Automatic Bonus Progression armor attunement 
  +5, deflection +5, legendary gifts (ability (Cha 
  +3)), mental prowess +6/+4/+2, physical prowess 
  +6/+4/+2, resistance +5, toughening +5, weapon 
  attunement +5 (spear)
  * Based on Furious SpellOA
  Caractacus has become a master merchant over the 
  years with the help of his wife, and at the same time 
  helped his wife to build up a cult.  That they have done 
  so is testament to their skill; after all, who suspects 
  gnomes of nefarious purposes? He is married to the 
  gnome mesmerist 20 (see Occult Character Codex: 
  Mesmerists).
  
  25
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  26
  
  27
  
  28
  MediuMs 
  Occult Character Codex
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Legendary Games/Occult/Occult Character Codex - Mediums.pdf