Divine Loremaster CR 8
Halfling cleric 7
LN Small humanoid (halfling)
Init +2; Senses Perception +14
AC 20, touch 14, flat-footed 18 (+6 armor, +1 deflection, +2 Dex, +1 size)
hp 42 (7d8+2d6)
Fort +9, Ref +8, Will +12; +2 vs. fear
Speed 20 ft.
Melee mwk heavy mace +6/+1 (1d6–2)
Special Attacks channel positive energy 5/day (DC 15, 4d6)
Domain Spell-Like Abilities (CL 9th; concentration +12)
6/day—resistant touch, touch of law
Cleric Spells Prepared (CL 9th; concentration +12)
D Domain spell; Domains Law, Protection
Before Combat The loremaster casts magic vestment.
During Combat The loremaster casts spell resistance and stays out of combat, instead supporting her allies with healing spells and information about the foes they face.
Base Statistics Without magic vestment, the loremaster's statistics are AC 18, touch 14, flat-footed 16.
Str 6, Dex 14, Con 10, Int 17, Wis 16, Cha 15
Base Atk +6; CMB +3; CMD 16
Skills Acrobatics +3 (–1 when jumping), Bluff +7, Climb –1, Diplomacy +14, Heal +11, Intimidate +7, Knowledge (arcana, engineering, geography, nature) +4, Knowledge (dungeoneering) +6, Knowledge (history, local, nobility) +9, Knowledge (planes) +14, Knowledge (religion) +19, Perception +14, Sense Motive +11
Languages Common, Halfling
SQ aura, lore +1, secrets (instant mastery)
Combat Gear potions of cure light wounds (5), potion of lesser restoration, potions of remove disease (2), scrolls of consecrate (2), scrolls of delay poison (2), scrolls of resist energy (2), scrolls of spiritual weapon (2); Other Gear masterwork chain shirt, masterwork heavy mace, cloak of resistance +1, headband of vast intelligence +2, ring of protection +1, incense (worth 50 gp), marked sticks (worth 25 gp), pair of platinum rings (worth 50 gp), 463 gp
Divine loremasters support allies with divinations and healing rather than slinging combat spells or taking up arms in melee.
Onora never wanted to be an adventurer. Loving knowledge for its own sake, she joined the clergy of the god of wealth so she'd have good connections and resources to help her collect rare books and increase the stores of knowledge she's already begun to accumulate. But as her studies progressed, she became weary of the inaccuracies and blatant lies she found in secondary sources, and decided she needed to seek out knowledge in a more direct way. Now she travels with any adventuring group that will journey to a place where she can gain knowledge of the world or history firsthand. She swears that her own historical and philosophical treatises and volumes will be far more accurate than the ones written by her predecessors.
Combat Encounters:Nearly always supporting a group of adventurers, Onora cares more about accumulating knowledge than the goals of the group she's joined. Though she usually provides support via spells, she's been known to slip away and pilfer books from an enemy spellcaster's library while her allies fight the menace.
Roleplaying Suggestions:Honest to a fault, Onora is never stingy with her knowledge. She believes everyone should have access to the truth—and that truth should be unvarnished and free of all the inaccuracies, alterations made by political powers, and rampant hyperbole that plague so many publications claiming to be factual.
Nature Scholar CR 12
Elf druid 9
N Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +19
AC 23, touch 15, flat-footed 20 (+4 armor, +2 deflection, +3 Dex, +1 natural, +3 shield)
hp 106 (9d8+4d6+48)
Fort +12, Ref +8, Will +15; +2 vs. enchantments, +4 vs. fey and plant-targeted effects,
Defensive Abilities freedom of movement; Resist fire 10; Immune poison, sleep
Speed 40 ft.
Melee +1 sickle +9/+4 (1d6)
Special Attacks wild shape 3/day
Domain Spell-Like Abilities (CL 9th; concentration +13)
At will—speak with animals (12 rounds/day)
Druid Spells Prepared (CL 13th; concentration +17)
D Domain spell; Domain Animal
Str 8, Dex 16, Con 14, Int 15, Wis 18, Cha 10
Base Atk +8; CMB +7; CMD 22
Skills Acrobatics +8 (+12 when jumping), Climb +7, Fly +11, Handle Animal +13, Heal +12, Knowledge (arcana, history, local) +6, Knowledge (dungeoneering, engineering, nobility, planes, religion) +4, Knowledge (geography) +14, Knowledge (nature) +25, Perception +19, Sense Motive +9, Stealth +11, Survival +14, Swim +7
Languages Auran, Common, Draconic, Druidic, Elven, Sylvan
SQ animal companion (effective druid level 6th), elven magic, lore +2, nature bond (Animal domain), nature sense, secrets (lore of true stamina, secret health), trackless step, weapon familiarity, wild empathy +9, woodland stride
Combat Gear potion of cure moderate wounds, potion of neutralize poison, potion of remove disease, potions of resist energy (fire) (2), potion of water breathing; Other Gear +2 leather armor, +2 light wooden shield, +1 sickle, amulet of natural armor +1, belt of mighty constitution +2, boots of striding and springing, cloak of resistance +1, headband of inspired wisdom +2, ring of protection +2, 2,706 gp
More aggressive than most other loremasters, nature scholars use terrain and the magic of the natural world to avoid enemies while calling down destruction.
Master Historian CR 16
Dwarf bard 10
N Medium humanoid (dwarf)
Init –1; Senses darkvision 60 ft., see invisibility; Perception +16
AC 19, touch 11, flat-footed 19 (+6 armor, +2 deflection, –1 Dex, +2 natural)
hp 120 (10d8+7d6+51)
Fort +13, Ref +15, Will +17; +2 vs. poison, spells, and spell-like abilities, +4 vs. bardic performance, language-dependent, and sonic
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)
Speed 20 ft.
Melee mwk short sword +11/+6 (1d6/19–20)
Special Attacks +1 on attack rolls against goblinoid and orc humanoids, bardic performance 32 rounds/day (move action; countersong, dirge of doom, distraction, fascinate, inspire competence +3, inspire courage +2, inspire greatness, suggestion)
Bard Spells Known (CL 17th; concentration +21)
Before Combat The loremaster casts see invisibility.
Base Statistics Without see invisibility, the loremaster's statistics are Senses darkvision 60 ft.
Str 10, Dex 8, Con 16, Int 14, Wis 16, Cha 18
Base Atk +10; CMB +10; CMD 21 (25 vs. bull rush or trip)
Feats Combat Casting, Combat Expertise, Extend Spell, Extra Performance, Greater Spell Focus (enchantment), Heighten Spell, Lightning Reflexes, Scribe Scroll, Skill Focus (Knowledge [history]), Spell Focus (enchantment)
Skills Climb +7, Handle Animal +9, Heal +8, Intimidate +12, Knowledge (dungeoneering, local, religion) +18, Knowledge (engineering, nature, planes) +14, Knowledge (geography) +19, Knowledge (history) +36, Knowledge (nobility) +20, Perception +16 (+18 to notice unusual stonework), Perform (act, oratory, sing) +17, Perform (percussion) +8, Ride +3, Sense Motive +7, Spellcraft +15 (+25 to identify magic item properties), Swim +0, Use Magic Device +17
Languages Common, Dwarven, Elven, Giant, Terran
SQ bardic knowledge +5, greater lore, jack-of-all-trades (use any skill), lore +3, lore master 1/day, secrets (applicable knowledge, instant mastery, lore of true stamina, secret knowledge of avoidance), versatile performance (act, oratory, sing)
Combat Gear scrolls of greater dispel magic (5), scrolls of greater invisibility (4), scrolls of irresistible dance (6), scrolls of neutralize poison (4), scrolls of shadow walk (5); Other Gear +2 chain shirt, masterwork short sword, amulet of natural armor +2, cloak of resistance +3, headband of alluring charisma +4, ring of protection +2, handy haversack, slippers of spider climbing, incense (worth 250 gp), ivory (worth 200 gp), silver mirror (worth 1,000 gp), 1,865 gp
These academics search for historical clues and relics.
Orphaned in a giant attack, Rindol dedicated his life to learning about giantkind so he can aid the dwarven people in destroying them. He specializes in magic that can confound giants' unsophisticated minds, and has memorized grand tales and songs of dwarven glory.
Demonologist CR 19
Human conjurer 10
CE Medium humanoid (human)
Init +4; Senses see invisibility, Perception +22
AC 27, touch 15, flat-footed 27 (+7 armor, +5 deflection, +5 natural)
hp 112 (10d6+10d6+40)
Fort +14, Ref +13, Will +21
Speed 30 ft.
Melee quarterstaff +9/+4 (1d6–1)
Conjurer Spell-Like Abilities (CL 10th; concentration +17)
At will—dimensional steps (300 feet/day)
10/day—acid dart (1d6+5 acid)
Conjurer Spells Prepared (CL 20th; concentration +27)
Opposition Schools necromancy, transmutation
Before Combat The loremaster casts see invisibility.
Str 8, Dex 10, Con 12, Int 24, Wis 14, Cha 17
Base Atk +10; CMB +9; CMD 24
Feats Augment Summoning, Blind-Fight, Combat Casting, Craft Wondrous Item, Forge Ring, Greater Spell Focus (conjuration, enchantment), Greater Spell Penetration, Improved Initiative, Quicken Spell, Scribe Scroll, Skill Focus (Knowledge [planes]), Spell Focus (conjuration, enchantment), Spell Penetration, Toughness
Skills Diplomacy +13, Fly +18, Intimidate +23, Knowledge (arcana, dungeoneering, religion) +25, Knowledge (engineering, geography, history, local, nature, nobility) +20, Knowledge (planes) +41, Perception +22, Sense Motive +22, Spellcraft +30 (+40 to identify magic item properties), Stealth +20, Use Magic Device +21
Languages Abyssal, Aklo, Celestial, Common, Draconic, Elven, Ignan, Infernal, Orc, Undercommon
SQ arcane bond (staff of charming), greater lore, lore +5, secrets (applicable knowledge, lore of true stamina, secret health, secret knowledge of avoidance, secrets of inner strength), summoner's charm (5 rounds), true lore
Combat Gear potions of cure serious wounds (3), potion of darkvision, scroll of ethereal jaunt, scroll of mage's lucubration, staff of charming; Other Gear amulet of natural armor +5, bracers of armor +7, cloak of resistance +5, figurine of wondrous power (ebony fly), portable hole, ring of freedom of movement, ring of protection +5, forked rods, diamond dust (worth 500 gp), 3,188 gp
Demonologists compel and manipulate their foes, and summon demon minions to do their dirty work.