Aloof Scholar CR 8
Human bard 7
Pathfinder chronicler 2
N Medium humanoid (human)
Init +6; Senses Perception +13
AC 18, touch 14, flat-footed 15 (+3 armor, +1 deflection, +2 Dex, +1 dodge, +1 natural)
hp 61 (7d8+2d8+18)
Fort +6, Ref +9, Will +8; +4 vs. bardic performance, language-dependent, and sonic
Defensive Abilities live to tell the tale (1/day)
Speed 30 ft.
Melee mwk dagger +6/+1 (1d4–1/19–20)
Special Attacks bardic performance 25 rounds/day (move action; countersong, distraction, fascinate, inspire competence +3, inspire courage +2, suggestion)
Bard Spells Known (CL 7th; concentration +10)
During Combat The Pathfinder chronicler casts blur, then casts haste from her scroll. Preferring to stay out of melee, she uses bardic performance to aid her allies, and casts daze monster or charm person on enemies who come close. If threatened, she withdraws, drinks her potion of invisibility, and makes her escape.
Str 8, Dex 14, Con 14, Int 12, Wis 12, Cha 16
Base Atk +6; CMB +5; CMD 19
Skills Knowledge (arcana, local, nobility, religion) +17, Knowledge (history) +13, Linguistics +7, Perception +13, Perform (keyboard instruments) +7, Perform (oratory) +15, Profession (scribe) +9, Spellcraft +12 (+14 to identify magic item properties), Stealth +12
Languages Celestial, Common, Draconic, Dwarven
SQ bardic knowledge +4, deep pockets (200 gp), elven magic, lore master 1/day, master scribe, pathfinding, versatile performance (keyboard, oratory)
Combat Gear potion of invisibility, scroll of cure serious wounds, scroll of disguise self, scroll of haste, scroll of identify, scroll of see invisibility, scroll of speak with animals, scroll of tiny hut, wand of cure light wounds (20 charges); Other Gear +1 leather armor, masterwork dagger, amulet of natural armor +1, cloak of resistance +1, ring of protection +1, silver mirror (worth 1,000 gp), 63 gp
Often lost in their own thoughts, sometimes these scholars forget others are around them. They're usually solitary, but have to go out exploring in search of information—or pay adventurers to retell their stories.
Given a choice, Denarath would rather avoid people and be left alone with the company of books. They give their opinions and observations directly and without deceit or the vagaries of tone, and never talk back when she disagrees with their opinions. Unfortunately for Denarath, chronicles are by definition the stories of other people and their deeds, so she needs to deal with other people for her work. She puts up with them with a quiet and detached reserve, waiting for them to perform deeds worthy of being immortalized in her prose. She takes an equal interest in all types of martial and magical prowess, and encourages allies to invite new, different members into their group.
Combat Encounters:During battle, Denarath sheepishly hovers behind the other combatants and gives her support with stoic detachment. After a battle, she searches the bodies for any maps, scrolls, or books that might be good sources of information. After that, she immediately pulls out a book and quill to write down an account of the high points of the battle.
Roleplaying Suggestions:Denarath is extremely quiet and withdrawn. Her face betrays little emotion, and she speaks only in brief, concise sentences. Tending to take things too literally, she often scoffs at common figures of speech. She can be a hassle to travel with, since she packs a giant trunk of books for even the shortest journey. She reads late into the night, and refuses to leave until she's had time to pick up the tomes she's left scattered around.
Mad Prophet CR 12
Gnome cleric 9
Pathfinder chronicler 4
CE Small humanoid (gnome)
Init +5; Senses low-light vision; Perception +17
AC 19, touch 12, flat-footed 18 (+5 armor, +1 Dex, +2 natural, +1 size)
hp 97 (9d8+4d8+35)
Fort +11, Ref +7, Will +13; +2 vs. illusions
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants), live to tell the tale (2/day)
Speed 20 ft.
Melee +1 heavy mace +9/+4 (1d6–1)
Special Attacks +1 on attack rolls against goblinoid and reptilian humanoids, aura of madness (DC 18, 9 rounds/day), bardic performance 7 rounds/day (countersong, distraction, epic tales, fascinate, inspire courage +1), channel negative energy 8/day (DC 17, 5d6)
Domain Spell-Like Abilities (CL 9th; concentration +13)
At will—lore keeper, remote viewing (9 rounds/day)
7/day—vision of madness
Gnome Spell-Like Abilities (CL 13th; concentration +16)
Cleric Spells Prepared (CL 9th; concentration +13)
D Domain spell; Domains Knowledge, Madness
During Combat The Pathfinder chronicler drinks his potion of fly. While flying above his enemies, he activates his aura of madness, casts chaos hammer, and swoops down to cast slay living on spellcasters.
Str 6, Dex 12, Con 12, Int 14, Wis 19, Cha 16
Base Atk +9; CMB +6; CMD 17
Skills Bluff +11, Diplomacy +11, Heal +12, Intimidate +11, Knowledge (arcana, dungeoneering, history) +12, Knowledge (planes, religion) +17, Linguistics +8, Perception +17, Perform (oratory) +11, Profession (scribe) +14
Languages Abyssal, Aklo, Common, Draconic, Gnome, Sylvan
SQ aura, bardic knowledge +2, deep pockets (400 gp), improved aid, master scribe, pathfinding
Combat Gear potion of cure serious wounds, potion of fly, scroll of flame strike, scroll of summon monster V, scroll of summon monster VI; Other Gear +2 studded leather, +1 heavy mace, amulet of natural armor +2, brooch of shielding, cloak of resistance +1, headband of inspired wisdom +2, 363 gp
These Pathfinders know some paths are twisted and mad.
Talminus believes the religions and cults of the past favored modes of thought that offer more truths about the nature of the universe than the uninspired religions popular today. Obsessed with discovering and understanding these cults' ancient beliefs, he desires to disseminate their teachings and herald a return to their profound truths.
Master Storycrafter CR 16
Half-elf sorcerer 10
Pathfinder chronicler 7
N Medium humanoid (elf, human)
Init +2; Senses low-light vision; Perception +23
AC 22, touch 15, flat-footed 20 (+5 armor, +3 deflection, +2 Dex, +2 natural)
hp 86 (10d6+7d8+17)
Fort +10, Ref +13, Will +15; +2 vs. enchantments
Defensive Abilities live to tell the tale (3/day); DR 10/magic (ranged weapon attack only, 100 points); Immune sleep
Speed 40 ft.
Melee quarterstaff +11/+6 (1d6–1)
Ranged dagger +14/+9 (1d4–1/19–20)
Special Attacks bardic performance 23 rounds/day (countersong, distraction, epic tales, fascination, inspire action [move], inspire courage +2, inspire competence +2, whispering campaign)
Sorcerer Spells Known (CL 10th; concentration +17)
During Combat The chronicler casts shield on herself, then supports allies with bardic performance and illusions.
Base Statistics Without heroism and protection from arrows, the Pathfinder chronicler's statistics are Fort +8, Ref +11, Will +13; DR none; Melee quarterstaff +9/+4 (1d6–1); Ranged dagger +12/+7 (1d4–1/19–20); Skills –2 on all skills.
Str 8, Dex 14, Con 12, Int 14, Wis 10, Cha 24
Base Atk +10; CMB +9; CMD 24
Feats Arcane Armor Training, Combat Casting, Enlarge Spell, Eschew Materials, Extend Spell, Extra Performance, Greater Spell Focus (illusion), Silent Spell, Skill Focus (Perception), Spell Focus (illusion), Widen Spell
Skills Acrobatics +9 (+13 when jumping), Bluff +17, Diplomacy +17, Knowledge (arcana, dungeoneering, geography, history, local, nature, nobility, planes, religion) +15, Linguistics +10, Perception +23, Perform (oratory, string) +17, Profession (scribe) +10, Sense Motive +7, Spellcraft +12, Stealth +14, Survival +10, Use Magic Device +22
Languages Common, Draconic, Dwarven, Elf, Gnome, Halfling, Orc
SQ arcane bond (staff of charming), bardic knowledge +3, bloodline arcana (+1 DC for spells augmented by metamagic feats that increase spell level), call down the legends, deep pockets (700 gp), elf blood, improved aid, master scribe, metamagic adept (2/day), new arcana, pathfinding
Combat Gear potions of cure serious wounds (2), potion of gaseous form, staff of charming; Other Gear +3 leather armor, amulet of natural armor +2, boots of striding and springing, cloak of resistance +2, handy haversack, headband of alluring charisma +4, ring of protection +3, 1,290 gp
These chroniclers travel with intrepid adventurers to record tales of their exploits.
Story is everything to Yenelis Halfelven. She yearns to craft the most amazing story of her generation, but such a story cannot be a mere fiction—it must be based in fact. She travels with promising adventurers, hoping their deeds will spark her perfect story, but so far has always been disappointed.
Combat Encounters:At first, Yenelis only observed the adventurers she traveled with, but now she aids them, hoping her abilities can push them in the right direction.
Roleplaying Suggestions:Yenelis scours taverns and pubs, looking for the group that will finally give her the perfect story.
Battle Skald CR 19
Human barbarian 6
Pathfinder chronicler 10
N Medium humanoid (human)
Init +1; Senses Perception +19
AC 23, touch 13, flat-footed 21 (+7 armor, +3 deflection, +1 Dex, +1 dodge, +3 natural, –2 rage)
hp 261 (6d12+4d8+10d8+146)
Fort +20, Ref +17, Will +17; +4 vs. bardic performance, language-dependent, and sonic
Defensive Abilities improved uncanny dodge, live to tell the tale (5/day), trap sense +2
Speed 50 ft.
Melee +1 shock handaxe +24/+19/+14/+9 (1d6+7/19–20/×3plus 1d6 electricity)
Ranged +1 shock shortbow +18/+13/+8/+3 (1d6+1/×3 plus 1d6 electricity)
Special Attacks bardic performance 28 rounds/day (countersong, dirge of doom, distraction, epic tales, fascinate, greater epic tales, inspire action [standard], inspire competence +4, inspire courage +3, inspire greatness, soothing performance, suggestion, whispering campaign), rage (24 rounds/day), rage powers (clear mind, moment of clarity, renewed vigor)
Bard Spells Known (CL 4th; concentration +6)
During Combat The Pathfinder chronicler casts mirror image on herself, uses bardic performance to aid her allies, and shoots arrows at her foes. When raging, she uses moment of clarity to cast spells when necessary.
Base Statistics When not raging, the Pathfinder chronicler's statistics are AC 25, touch 15, flat-footed 23; hp 241; Fort +18, Will +15; Melee +1 shock handaxe +22/+17/+12/+7 (1d6+5/19–20/×3 plus 1d6 electricity); Str 18, Con 18; CMB +20; Skills Climb +17, Swim +12.
Str 22, Dex 13, Con 22, Int 10, Wis 8, Cha 14
Base Atk +16; CMB +22; CMD 35
Skills Acrobatics +1 (+5 when jumping), Bluff +10, Climb +19, Handle Animal +15, Heal +4, Intimidate +15, Knowledge (geography, local, nobility) +16, Knowledge (history) +18, Linguistics +6, Perception +19, Perform (oratory) +15, Profession (scribe) +7, Ride +14, Stealth +21, Survival +7, Swim +14, Use Magic Device +15
Languages Common, Celestial, Draconic, Dwarven
SQ bardic knowledge +7, call down the legends, deep pockets (1,000 gp), fast movement, improved aid, lay of the exalted dead, master scribe, pathfinding, versatile performance (oratory)
Combat Gear +1 flaming arrows (5), +1 thundering arrows (5), dragon slaying arrow, greater human slaying arrow, javelins of lightning (5); Other Gear +5 leather armor, +1 shock handaxe, +1 shock shortbow, amulet of natural armor +3, belt of mighty constitution +4, cloak of resistance +5, figurines of wondrous power (ivory goats), ring of protection +3, 1,930 gp
Singing odes of battle and bravery, these chroniclers make sure the living never forget those traditions, and even try to encourage the living to surpass the great deeds of the heroes of past ages. They believe battle is the truest test of a person's mettle.
At a young age, Ygulda fell in love with ancient ballads and odes, and now she considers herself a living valkyrie. She aids any warriors she believes carry the true spark of heroism, hoping they will serve as muses for future songs in which she can immortalize their great deeds.
Combat Encounters:Ygulda travels with a cadre of heroic warriors, mostly barbarians. She tells them that it's better to die a glorious death in battle than to survive through cowardice.
Roleplaying Suggestions: A hard fighter and a hard drinker, Ygulda believes that victory should be met with celebration. She scorns anyone she considers a coward.