Shadow Mage
CR 6 XP: 2,400
Male human shodow evoker 6
NE Medium outsider (augmented human)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +6
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
HP 33 (6d6+12)
Fort +3, Ref +4, Will +5
DR 5/magic; SR 11; Resist cold 10, electricity 10
Speed 30 ft.
Melee dagger +2 (1d4-1/19-20); melee touch +2
Ranged dagger +2 (1d4/19-20); ranged touch +5
Special Attacks intense spells +3
Spell-Like Abilities (CL 6th; ranged touch +5): 6/day—force missile (1d4+3)
Spells Prepared (CL 6th)
3rd-Dispel Magic, Fly, Haste, Fireball (DC 17; x2)
2nd-Flaming Sphere (DC 16), Glitterdust (DC 15), Mirror Image, Protection from Arrows, Scorching Ray (DC 16)
1st-Burning Hands (DC 15), Color Spray (DC 14), Expeditious Retreat, Mage Armor (already cast), Shocking Grasp
0th-Dancing Lights, Detect Magic, Light, Message (Arcane School Evocation Opposition Schools Enchantment, Necromancy)
Str 9, Dex 14, Con 12, Int 17, Wis 10, Cha 13
Base Atk +3; CMB +2; CMD 14
Feats Combat Casting, Craft Wand, Defensive Combat Training, Improved Initiative, Scribe Scroll, Spell Focus (evocation)
Skills Craft (armor) +10, Craft (weapons) +10, Fly +11, Knowledge (arcana) +12, Knowledge (engineering, geography, history) +7, Perception +6, Ride +6, Spellcraft +12
Languages Common, Draconic, Elven, Giant
SQ arcane bond (wand), shadow blend
Gear 2 scrolls of fly, 2 scrolls of invisibility, 2 scrolls of minor image, wand of magic missile (CL 5th, 50 charges, arcane bond item), wand of shocking grasp (50 charges), 3 tanglefoot bags; Other Gear 2 daggers, 20 gp
Shadow Blend (Su) In any illumination other than bright light, a shadow mage blends into the shadows, giving it concealment (20% miss chance). A shadow mage can suspend or resume this ability as a free action.
Shadow Priest
CR 5 XP: 1,600
Male human shodow cleric 5
LE Medium outsider (augmented human)
Init -1; Senses darkvision 60 ft., low-light vision; Perception +6
AC 18, touch 9, flat-footed 18 (+7 armor, -1 Dex, +2 shield)
HP 41 (5d8+17)
Fort +7, Ref +1, Will +7
DR 5/magic; SR 11; Resist cold 10, electricity 10
Speed 30 ft.
Melee mwk longsword +8 (1d8+3/19-20); melee +6
Ranged ranged +2
Special Attacks channel positive energy 6/day (DC 13, 3d6)
Spell-Like Abilities (CL 5th; melee touch +6) 5/day—touch of law, battle rage (+2 damage)
Spells Prepared (CL 5th)
3rd-Dispel Magic, Magic Vestment (D), Searing Light
2nd-Align Weapon (law only D), Enthrall (DC 14), Resist Energy (DC 14), Sound Burst (DC 14)
1st-Command (DC 13), Divine Favor, Magic Weapon (D), Shield of Faith, Summon Monster I
0th-Guidance, Light, Purify Food and Drink, Resistance (D Domain)
Domain: Law, War
Str 17, Dex 8, Con 14, Int 10, Wis 14, Cha 12
Base Atk +3; CMB +6; CMD 15
Feats Combat Casting, Heavy Armor Proficiency, Improved Shield Bash, Weapon Focus (Longsword)
Skills Diplomacy +9, Heal +6, Knowledge (nobility) +6, Knowledge (religion) +5, Perception +6
Languages Common,
Gear potion of bull’s strength, thunderstone
Other Gear masterwork splint mail, +1 light steel shield, masterwork longsword, cloak of resistance +1, silver holy symbol, 271 gp
Shadow Blend (Su) In any illumination other than bright light, a shadow mage blends into the shadows, giving it concealment (20% miss chance). A shadow mage can suspend or resume this ability as a free action.
Shadow Ranger
CR 6 XP: 2,400
Male human shadow fighter 6
NE Medium outsider (augmented human)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +10
AC 18, touch 13, flat-footed 15 (+4 armor, +1 shield, +3 Dex)
HP 42 (6d10+9)
Fort +6, Ref +8, Will +3
DR 5/magic; SR 12; Resist cold 10, electricity 10
Speed 30 ft.
Melee mwk battleaxe +10/+5 (1d8+3/x3) or dagger +9/+4 (1d4+3/19-20)
Ranged +1 composite shortbow +10/+5 (1d6+4/x3)
Special Attacks favored enemy (magical beasts +4,, monstrous humanoids +2)
Spells Prepared (CL 3rd)
1st-—Speak With Animals
Str 16, Dex 16, Con 13, Int 10, Wis 12, Cha 8
Base Atk +6; CMB +9; CMD 22
Feats Endurance, Improved Precise Shot, Mounted Archery, Mounted Combat, Point-Blank Shot, Precise Shot, Rapid Shot, Self-Sufficient
Skills Climb +11, Handle Animal +8, Heal +8, Knowledge (nature) +5, Perception +10, Ride +11, Stealth +11, Survival +12, Swim +7
Languages Common
SQ hunter’s bond (animal companion [hawk]), favored terrain (forest +2), track +3, wild empathy +5
Gear masterwork chain shirt, masterwork buckler, masterwork battleaxe, dagger, +1 composite longbow [+3 Str], 40 arrows, 10 cold iron arrows, 10 alchemical silver arrows, 4 gp
Shadow Blend (Su) In any illumination other than bright light, a shadow creature blends into the shadows, giving it concealment (20% miss chance). A shadow creature can suspend or resume this ability as a free action.
Shadow Thief
CR 3 XP: 800
Male human shadow fighter rogue 3
NE Medium outsider (augmented human)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +9
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
HP 16 (3d8+3)
Fort +2, Ref +6, Will +1
Defensive Abilities evasion, trap sense +1; DR 5/magic; SR 8; Resist cold 5, electricity 5
Speed 30 ft.
Melee sap +3 (1d6+1 disarm) or dagger +3 (1d4+1/19-20)
Ranged mwk composite shortbow +6 (1d6+1/x3) or dagger +5 (1d4 +1/19-20)
Special Attacks sneak attack +2d6
Str 13, Dex 17, Con 12, Int 14, Wis 10, Cha 8
Base Atk +2; CMB +3; CMD 16
Feats Deft Hands, Skill Focus (Perception), Stealthy
Skills Acrobatics +9, Appraise +5, Bluff +5, Climb +9, Disable Device +13, Disguise +5, Escape Artist +11, Knowledge (local) +8, Perception +9, Sleight of Hand +11, Stealth +11, Swim +7
Languages Common, Elven, Halfling
SQ rogue talent (quick disable), trapfinding +1
Gear potion of feather fall, potion of jump, tanglefoot bag
Other Gear leather armor, dagger, sap, masterwork composite shortbow [+1 Str], 20 arrows, universal solvent, climber’s kit, 50 ft. silk rope with grappling hook, masterwork thieves’ tools
Shadow Blend (Su) In any illumination other than bright light, a shadow creature blends into the shadows, giving it concealment (20% miss chance). A shadow creature can suspend or resume this ability as a free action.
Shadow Warrior
CR 6 XP: 2,400
Male human shadow fighter 6
NE Medium outsider (augmented human)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +3
AC 24, touch 13, flat-footed 21 (+8 armor, +3 shield, +3 Dex)
HP 42 (6d10+9)
Fort +6, Ref +5, Will +3
Defensive Abilities bravery +2;; Will +5 vs. fear; DR 5/magic; SR 11; Resist cold 10, electricity 10
Speed 30 ft.
Melee mwk longsword +12/+7 (1d8+6/19–20) or shortspear +10/+5 (1d6+4) or dagger +9/+4 (1d4+3/19–20)
Ranged mwk composite shortbow +10/+5 (1d6+3/x3)
Special Attacks weapon training (spears +1)
Str 16, Dex 16, Con 13, Int 8, Wis 12, Cha 10
Base Atk +6; CMB +9; CMD 22
Feats Alertness, Cleave, Great Cleave, Improved Bull Rush, Power Attack, Ride-By Attack, Weapon Focus (Longsword), Weapon Specialization (Longsword)
Skills Craft (weapons) +3, Handle Animal +0, Perception +3, Profession (soldier) +5, Ride +7, Sense Motive +3, Survival +5
Languages Common
SQ armor training 1
Gear oil of magic weapon, potion of cure light wounds
Other Gear +1 banded mail, +1 heavy wooden shield, masterwork longsword, composite shortbow [+3 Str], 20 arrows, dagger, 2 shortspears, 18 gp
Shadow Blend (Su) In any illumination other than bright light, a shadow creature blends into the shadows, giving it concealment (20% miss chance). A shadow creature can suspend or resume this ability as a free action.