Agape (Greg Kazcmarek)
Master 10
True Neutral
Init +0 Perception +2
---Defense---
AC 25, Touch 25, Flat-Footed 25
HP 210
Fort +10, Ref +8, Will +18
CMB +4 CMD 13
---Offense---
Speed 30 ft.
Universalist School
Spells Prepared
4 6 5 4 4 3
Special Abilities
Hand of the Apprentice
Metamagic Mastery
Mana Sense
Masters are able to sense the presence of Mana Founts automatically.
Create Mana Fount
Masters can create Mana Founts. Creating a Mana Fount takes 5 minutes and can be done twice per day.
Destroy Mana Fount
Masters can destroy Mana Founts. This ability does not destroy the designated object. Instead, it simply prevents the object from functioning as a Mana Fount.
Bond Senses
Masters can, as a standard action, share the senses of their Champion, hearing, seeing, smelling, tasting, and touching everything the Champion does. She can use this ability for 10 rounds a day. These rounds do not need to be consecutive. There is no range to this effect, but the Champion and the Master must be on the same plane. The Master can end this effect as a free action.
Greater Shield Ally
Whenever her Master is within a Champion’s reach, the Master receives a +4 circumstance bonus to her Armor Class and her saving throws. This bonus does not apply if the Champion is grappled, helpless, paralyzed, stunned, or unconscious.
---Statistics---
Str 9, Dex 10, Con 18, Int 20, Wis 14, Cha 7
Feats: Craft Wondrous Item, Empowered Spell, Extended Spell, Iron Will, Lightning Reflexes, Quicken Spell, Step Up, Toughness
Skills: Acrobatics +10, Knowledge (Arcana) +18, Knowledge (Geography) +18, Knowledge (Local) +18, Knowledge (Religion) +18, Spellcraft +18, Use Magic Device +11
Languages: English, Russian, Irish, Latin, Sanskrit, Ancient Greek and Welsh
Angus Ivanoff
Legendary Sage 20
Lawful Evil
Init +2 Perception +3
---Defense---
AC 30, Touch 20, Flat-Footed 28
HP 223
Fort +14, Ref +10, Will +17
CMB +8 CMD 21
---Offense---
Speed 30 ft.
Melee +1 Dagger +10/+5 (1d4; 19-20/x2)
Sage’s class skills are: Appraise, Bluff, Craft, Diplomacy, Disguise, Heal, Knowledge (all), Linguistics, Profession, Sense Motive, Spellcraft, and Use Magic Device.
Special Abilities
Sage’s Theurgy
Sage gains access to two lists of select spells - one Divine and one Arcane.
Arcane
Infinite;
Scorching Ray
Bear’s Endurance
Invisibility
Prepared;
Shadow Projection 2/day
Lesser Astral Projection 2/day
Cone of Cold 1/day
Simulacrum 1/day
Divine
Infinite;
Resist Energy
Shield of Faith
Zone of Truth
Prepared;
Greater Magic Weapon 4/day
Communal Air Walk 2/day
Mass Inflict Light Wounds 3/day
Resurrection 1/day
Apostles of the Sage
Sage starts the game with a number of minions. Only one of these minions can take offensive actions at a time. Sage may create a new copy of a dead minion each day at the cost of 150 mana, but can only do so after 24 hours have elapsed since the death of a minion.
Minionlink
Angus Ivanoff can see through the eyes of his minions. He is constantly aware of what his minions are seeing and hearing. In addition, he may choose to spend 100 mana to summon all of his minions to his side as though they had used the spell Teleport as a standard action. Alternatively, he may spend 200 mana to summon them as a swift action, or 350 mana to summon them as an immediate action.
Temporal Thought
Angus Ivanoff may swap places with his minions as a swift action once per day for no mana cost. The second time he does this, he must spend 50 mana. The cost of using this ability then doubles for each extra use during the same day (so the 3rd use would cost 100 mana and the 4th would cost 200).
And All Shall See My Words Are True
Angus Ivanoff may warp reality once per day, and may spend any amount of mana to power the ability. The more mana he spends, the more powerful the effect is.
---Statistics---
Str 8, Dex 14, Con 22, Int 17, Wis 17, Cha 10
Feats: Combat Casting, Craft Scroll, Craft Wondrous Items, Defensive Combat Training, Iron Will, Improved Iron Will, Lightning Reflexes, Improved Lightning Reflexes, Quicken Spell, Step Up, Toughness
Skills: Acrobatics +22, Bluff +23, Disguise +23, Sense Motive +26, Spellcraft +26
Languages: English, Russian, Elemental, Draconic, Abyssal
Bodyguard Minion
Melee Servant 14
Lawful Evil
Init +1 Perception +5
---Defense---
AC 30, Touch 17, Flat-Footed 29
HP 176
Fort +14, Ref +5, Will +4
CMB +4 CMD 29
---Offense---
Speed 30 ft.
Melee +2 Shortspear +22/+17/+12 (1d6 + 8; x2)
Special Abilities
Spell-Like Abilities:
Quickened Shield Other 1/day
---Statistics---
Str 22, Dex 13, Con 20, Int 7, Wis 7, Cha 7
Feats: Body Shield, Disruptive, Greater Grapple, Improved Grapple, Improved Iron Will, Iron Will, Shield Wall, Spellbreaker, Step Up, Toughness, Improved Unarmed Strike
Skills: Acrobatics +15, Perception +5
Languages: English
Healer Minion
Caster Servant 13
Lawful Evil
Init +5 Perception +3
---Defense---
AC 32, Touch 20, Flat-Footed 25
HP 138
Fort +13, Ref +9, Will +11
CMB +7 CMD 23
---Offense---
Speed 30 ft.
Melee +2 Shortspear +9/+4 (1d6 ; x2)
Special Abilities
Spell-Like Abilities:
Cure Moderate Wounds 4/day
Cure Critical Wounds 2/day
Cure Serious Wounds 1/day
---Statistics---
Str 7, Dex 20, Con 20, Int 7, Wis 16, Cha 7
Feats: Combat Casting, Heavy Armor Proficiency, Empower Spell, Quicken Spell, Shield Wall, Step Up, Toughness, Tower Shield Proficiency
Skills: Acrobatics +12, Heal +17
Languages: English
Rogue Minion
Utility Servant 12
Lawful Evil
Init +6 Perception +5
---Defense---
AC 28, Touch 22, Flat-Footed 22
HP 126
Fort +9, Ref +14, Will +2
CMB +4 CMD 29
---Offense---
Speed 30 ft.
Melee +2 Elven Curved Blade +17/+12 (1d8 + 2; 18-20/x2)
Ranged +2 Heavy Crossbow +17/+12 (1d10 + 2; 19-20/x2)
Special Abilities
Spell-Like Abilities:
Invisibility Sphere 1/day
Sneak Attack 6d6
Trapfinding
Evasion
Improved Uncanny Dodge
Trap Sense +4
---Statistics---
Str 7, Dex 22, Con 20, Wis 7, Int 7, Cha 13
Feats: Weapon Finesse, Exotic Weapon Proficiency - Elven Curved Blade, Rapid Reload, Point-Blank Shot, Crossbow Mastery, Rapid Shot, Manyshot
Skills: Acrobatics +21, Perception +10, Bluff +16, Use Magic Device +16, Disable Device +15
Languages: English
Cannon Golem
Simulacrum
True Neutral
Init +7 Darkvision 60 ft., low-light vision, Perception +2
---Defense---
AC 31, Touch 21, Flat-Footed 24
HP 86
Fort +3, Ref +10, Will +5
DR 10/Adamantine, Spell Resistance 31
CMB +26 CMD 43
---Offense---
Speed 30 ft.
Melee 2 slams +19 (2d10 + 10)
Ranged cannon +16/+11 (6d6 + 7/19-20/x2)
Special Abilities
Alloyed
Blasting Critical
Cannon
Spell Resistance
Certain spells and effects can ignore a Cannon Golem’s Spell Resistance:
• Any spell with the water descriptor that affects a cannon golem renders its cannon unusable for 1 round (no save).
• A heat metal spell causes the golem's cannon to instantly backfire, dealing 6d6 points of damage to the golem and staggering it for 1 round (no save).
---Statistics---
Str 30, Dex 24, Con -, Int -, Wis 15, Cha 2
Feats: Improved Critical (Cannon)
Skills: -
Languages: -