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Pathfinder Reference Document

Loremasters

Divine Loremaster CR 8

XP 4,800

Halfling cleric 7

Loremaster 2

LN Small humanoid (halfling)

Init +2; Senses Perception +14

Defense

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

Offense

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)

5th—breath of life, spell resistanceD

4th—discern lies (DC 17), divination, order's wrathD

3rd—invisibility purge, locate object, magic circle against chao sD, magic vestment, remove disease

2nd—augury, hold person (DC 15), lesser restoration, status, shield othe rD, zone of truth (DC 15)

1st—bane, bless, command (DC 14), comprehend languages, obscuring mist, sanctuaryD (DC 14)

0 (at will)—detect magic, detect poison, guidance, light

D Domain spell; Domains Law, Protection

Tactics

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.

Statistics

Str 6, Dex 14, Con 10, Int 17, Wis 16, Cha 15

Base Atk +6; CMB +3; CMD 16

Feats Brew Potion, Combat Casting, Empower Spell, Scribe Scroll, Skill Focus (Knowledge [religion])

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 Goldenfields

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

Loremaster 4

XP 19,200

N Medium humanoid (elf)

Init +3; Senses low-light vision; Perception +19

Defense

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

Offense

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)

7th—animal shapesD, heal

6th—antilife shel lD, stone tell, transport via plants

5th—animal growth (DC 19), beast shape II ID (animals only), call lightning storm (DC 19), insect plague

4th—cure serious wounds, flame strike (DC 18), freedom of movement, rusting grasp, scrying (DC 18), summon nature's ally I VD (animals only)

3rd—dominate anima lD (DC 17), meld into stone, poison (DC 17), protection from energy, quench, speak with plants

2nd—animal messenger, fog cloud, heat metal (DC 16), hold anima lD (2, DC 16), owl's wisdom

1st—calm animalsD (DC 15), detect animals or plants, entangle (DC 15), faerie fire, hide from animals, speak with animals

0 (at will)—detect poison, know direction, light, purify food and drink

D Domain spell; Domain Animal

Tactics

Before Combat The loremaster drinks her potion of resist energy (fire) and casts freedom of movement.

During Combat The loremaster casts call lightning storm and flame strike.

Base Statistics Without resist energy and freedom of movement, the loremaster's statistics are Defensive Abilities none; Resist none.

Statistics

Str 8, Dex 16, Con 14, Int 15, Wis 18, Cha 10

Base Atk +8; CMB +7; CMD 22

Feats Brew Potion, Craft Wondrous Item, Extend Spell, Iron Will, Skill Focus (Knowledge [nature], Stealth), Toughness, Weapon Focus (sickle)

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

XP 76,800

Dwarf bard 10

Loremaster 7

N Medium humanoid (dwarf)

Init –1; Senses darkvision 60 ft., see invisibility; Perception +16

Defense

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)

Offense

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)

6th (2/day)—find the path, permanent image (DC 20), summon monster VI

5th (4/day)—dream, mirage arcana (DC 19), mislead, seeming (DC 19)

4th (5/day)—cure critical wounds, greater invisibility, legend lore, secure shelter, shadow conjuration (DC 18)

3rd (6/day)—charm monster (DC 19), clairaudience/clairvoyance, displacement, remove curse, scrying (DC 17), see invisibility

2nd (6/day)—detect thoughts (DC 16), enthrall (DC 18), hold person (DC 18), locate object, suggestion (DC 18), tongues

1st (6/day)—charm person (DC 17), detect secret doors, disguise self, feather fall, remove fear, unseen servant

0 (at will)—dancing lights, detect magic, flare (DC 14), ghost sound (DC 14), mage hand, open/close

Tactics

Before Combat The loremaster casts see invisibility.

During Combat The loremaster casts greater invisibility, then summon monster VI to keep opponents busy, and uses illusions to cover his escape.

Base Statistics Without see invisibility, the loremaster's statistics are Senses darkvision 60 ft.

Statistics

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.

Rindol Runehand

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

XP 204,800

Human conjurer 10

Loremaster 10

CE Medium humanoid (human)

Init +4; Senses see invisibility, Perception +22

Defense

AC 27, touch 15, flat-footed 27 (+7 armor, +5 deflection, +5 natural)

hp 112 (10d6+10d6+40)

Fort +14, Ref +13, Will +21

Offense

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)

9th—dominate monster (DC 28), foresight, quickened hold monster (DC 24), prismatic wall, summon monster IX

8th—maze (2), moment of prescience, summon monster VIII (2)

7th—banishment (DC 24), quickened displacement, mass hold person (DC 26), phase door, plane shift (DC 26), spell turning

6th—acid fog, chain lightning (DC 23), forceful hand, geas/quest, quickened glitterdust, mass suggestion (DC 25)

5th—cloudkill (2, DC 24), contact other plane, sending, teleport (2)

4th—confusion (DC 23), dimensional anchor, fire shield, greater invisibility, stoneskin, summon monster IV

3rd—arcane sight, dispel magic (2), fireball (DC 20), invisibility sphere, protection from energy, stinking cloud (DC 22)

2nd—acid arrow, detect thoughts (DC 19), invisibility (2), scorching ray, see invisibility, web (DC 21)

1st—alarm, charm person (DC 20), disguise self, floating disk, magic missile, protection from evil, unseen servant

0 (at will)—dancing lights, daze (DC 19), detect magic, ray of frost

Opposition Schools necromancy, transmutation

Tactics

Before Combat The loremaster casts see invisibility.

During Combat The loremaster casts greater invisibility. He summons demons, then casts maze, hold monster, and mass suggestion.

Statistics

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.