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Knights of the Round

Taking the soul of the legendary King Thordan into his flesh, the archbishop transforms into a primal before your very eyes. Sustained by a millennium of prayer and the Eye’s aether, he declares his intent to rule over the world with an iron fist and for all time. Standing at his side are the sworn brothers of the Heavens’ Ward, who have likewise transcended their mortal limits by becoming incarnations of the knights twelve. Strike them down, and eradicate the root of the Dragonsong War.

King Thordan (CR 25)

XP 1,638,400
LN Huge Outsider (Boss, Elvaan, Primal, Native)
Init +14; Senses Darkvision 60 ft., low-light vision; Perception +48

Defense

AC 36, touch 9; flat-footed 35 (+1 dex, +15 armor, +12 natural, -2 size)
Hp 1248 [1600] (32d12+416)
Fort +27, Ref +24, Will +24
DR 20/adamantine;
Immune Berserk, Blind, Confuse, Curse, Death, Doom, Frog, Mini, Paralyze, Petrify, Poison, Silence, Sleep, Stop, Slow;
Resist All 25; SR 40

Offense

Speed 40 ft.
Melee Holy Blade +51/+46/+41/+36 (2d8+21/17-20)
Special Attacks Ancient Quaga, Ascalon’s Mercy, Ascalon’s Might, Lightning Storm, Ultimate End
Special Abilities Dragon’s Eye, Knights of the Round, The Dragon’s Gaze
Burst Mode Heavens’ Ward

Statistics

STR 44, DEX 30, CON 36, INT 20, WIS 30, CHA 22
Base Atk +32; CMB +51; CMD +71 (73 vs. bull rush)
Feats All-Consuming Swing, Armor Focus (Full Plate), Awesome Blow, Awesome Charge, Cleave, Combat Reflexes, Critical Focus, Improved Armor Focus (Full Plate), Improved Awesome Blow, Improved Bull Rush, Improved Initiative, Power Attack, Vital Strike
Skills Acrobatics +37, Bluff +41, Climb +44, Diplomacy +41, Intimidate +41, Knowledge (local, nobility) +40, Knowledge (planes) +42, Perception +48, Sense Motive +48, Use Magic Device +42
SQ Outsider Traits, Does not Eat, Does not Sleep
Gear Holy Blade (+4 Long Sword: Keen, Holy, and Shining Burst) and King’s Fortress (+5 Full Plate: Benevolent, Moderate Fortification, and Radiant)
Languages Common + 5 more

Special Abilities [phase i]

Ancient Quaga (Su) [Phase I and III only]

Once every 1d4+1 rounds as a standard action, King Thordan slams his sword into the ground releasing ripples throughout the surrounding area within 120-ft.-radius from him. Any foes within the area of the effect take 10d6 points of earth damage unless they make a Reflex save (DC 39) for half damage.

Ascalon’s Mercy (Ex) [Phase I and III only]

Once every 1d3+1 rounds as a standard action, King Thordan cleaves in a 90-ft.-cone-radius releasing waves of light. Any foes within the area of effect takes 10d6 points of holy damage and are knocked back by 60 feet unless they must make a Fortitude save (DC 39) for half damage and negates the status effect.

Ascalon’s Might (Ex) [Phase I and III only]

Once every 1d3+1 rounds as a standard action, King Thordan cleaves in a 90-ft.-cone-radius releasing an arc of arcane waves. Any foes within the area of effect takes 12d6 points of non-elemental damage and must make a Reflex save (DC 39) for half damage.

Dragon’s Eye (Su) [Phase I and III only]

Once every other round as a swift action, King Thordan eyes glow redder each time he uses this ability. This ability stacks and reapplies to him each time he uses it. He gains an extra plus 5 extra damage up to a maximum of 20 onto all his holy blade attacks lasting 3d4+1 rounds.

Lighting Storm (Su) [Phase I and III only]

Once every 1d4+1 rounds as a swift action, King Thordan drops down lightning from the sky hitting up to five different targets of his choice within 120-feet from himself. If he hits (+40) per target, Those five targets take 8d6 points of lightning damage, however anyone near the target within 10 feet take 10d6 unless they make a Reflex save (DC 36) for half damage. This is considered as a ray effect for the primary targets.

The Dragon’s Gaze (Su) [Phase I and III only]

Must have three stacks of Dragon’s Eye and once every 1d4+1 rounds as a standard action right after Dragon’s Eye if he chooses so, King Thordan intimidates his foes within his sight of 120-ft-cone. Anyone who is looking at King Thordan within his sight during this ability must make a Will save (DC 36) or receives the Panicked status effect for 1d4+2 rounds. Using this ability removes three stacks of Dragon’s Eye.

Special Abilities [phase iI]

Knights of the Rounds (Su) [Second use will begin Phase II]

Once below 70% hp (1120) as a standard action, King Thordan can summon all twelve knights (see below). He will also use this again once below 20% hp (320) but he will fade out of the fight to begin Phase II. Once all twelve knights are defeated, phase II ends and King Thordan returns with full health.

Heavens’ Ward (Su) [Phase II only]

Once when phase II begins, This Burst Mode lets King Thordan enhance his knights of the round, to encourage them to fight til the end. For a number of rounds equal to 1 + 1 round for every four HD, all twelve knight’s gain a +5 sacred bonus to AC, saves, attack, and damage. They also gain temporary hp of 10d8 until either the effect wears off or has been destroyed. This limit break requires only a swift action to activate.

Special Abilities [phase iII]

Ultimate End (Su) [Phase III only]

Once below 25% health (400) as a full-round action, he summons all his knights before hand. Everyone within a 250-ft.-radius from King Thordan takes a blow from each knight doing their base weapon damage. Everyone must make a Fortitude save (DC 36) per every blow they take for half damage. After all twelve knights are done, King Thordan finishes it with swinging his blades at everyone in the area of effect doing his weapon damage.

Knights of the round

All knights: (CR 20)
LN Medium Outsider (Elvaan, Native)
Speed 30 ft
SQ Outsider Traits, Does not Breathe, Does not Eat, Does not Sleep

Ser Adelphel

Init +5;
AC 36, touch 18, flat-footed 33 (+3 dex, +10 armor, +5 shield, +8 natural)
Hp 518 [644] (28d10+364)
Fort +28, Ref +21, Will +14
Melee: +2 Knight Sword +41/+36/+31 (1d10+13/19-20 x2)
STR 32, DEX 20, CON 34, INT 13, WIS 20, CHA 20
Base Atk +28; CMB +39; CMD 54
Feats: Armor Focus (Heavy), Combat Expertise, Covering Defense, Greater Armor Focus (Heavy), Improved Shield Bash, Improved Shield Focus, Missile Shield, Power Attack, Saving Shield, Shield Focus, Shield Slam, Shield Ward, Toughness, Two-Weapon Fighting
Skills: Diplomacy +33, Knowledge (History, Local, Nobility, Religion) +32, Perception +36, Sense Motive +36
Gear: +1 Tatami-do, +2 Knight Sword (Flaming), +1 Heavy Steel Shield

Special Abilities

Cover (Ex)

The defensive prowess of Ser Adelphel is second to none, allowing him to focus his actions purely on defending himself and his allies in ways that cannot be replicated. When an ally within 35 feet is targeted with a melee or ranged attack, the he may, as an immediate action, step forward to reposition the ally adjacently to him and forcing the enemy to make the attack roll on the Ser Adelphel’s armor class instead. He may move as part of this ability, provided his total movement before his next turn does not exceed his speed (his movement provokes attacks of opportunity as normal). Additionally, while using cover, the holy knight adds five to his AC for the attack.

Holiest of Holy (Su)

Once every 1d2+1 rounds as a standard action, Ser Adelphel releases an holy light upon his enemies within 100-ft. away from himself. Anyone within 30-ft.-radius from the target takes 8d8 points of holy damage unless they make a Fortitude save (DC 29) for half damage.

Holy Bladedance (Ex)

Once every 1d4+1 rounds as a full-round action, Ser Adelphel strikes in a frenzy of blades towards one target within melee range. He attacks seven times with his knightsword, adding 1d6 points of holy damage per strike, with a -5 penalty.

Holy Shield Bash (Ex)

Once every 1d2+1 rounds as a swift action, Ser Adelphel charges at an target within 60 feet from him. He can attempt to bash them over with his shield (+39) dealing 2d6 points of bludgeoning damage and an extra 1d6 points of holy damage. If he successfully hits, the target must make a Fortitude save (DC 36) or be stunned for 1 round.

Ser Charibert

Init +10;
AC 28, touch 22, flat-footed 20 (+7 dex, +1 dodge, +4 armor, +6 natural)
Hp 462 [588] (28d10+308)
Fort +26, Ref +22, Will +18
Ranged: Double Charged Power Fire Rod +36/+31/+26 (2d4+11/x2)
STR 20, DEX 24, CON 30, INT 32, WIS 24, CHA 20
Base Atk +28; CMB +33; CMD 50
Feats: Ability Focus (Heavensflame), Advanced Power Weapons Wielder, Dodge, Improved Initiative, Improved Iron Will, Improved Power Weapons Wielder, Iron Will, Mobility, Point Blank Shot, Precise Shot, Rapid Shot, Snap Shot, Toughness, Weapon Focus (Power Rod)
Skills: Bluff +36, Diplomacy +36, Knowledge (Arcana, Local, Nature, Nobility, Religion) +39, Knowledge (History, Planes) +42, Perception +38, Sense Motive +38, Stealth +38
Gear: Bracers of Armor +4, Double Charged Power Fire Rod

Special Abilities

Elemental Shield (Su)

3/day, Ser Charibert can use his knowledge of the elements and shield allies for a brief duration. As an immediate action, he can shield himself and allies within 30 feet from elemental damage, gaining Elemental Resistance 20 to all elements (earth, fire, ice, lightning, water, and wind) until the start of his next turn.

Heavensflame (Su)

Once every 1d3+1 rounds as a standard action, Ser Charibert places 30-ft.-radius red puddles underneath each target within 240-feet away from him. The puddles deal 8d8 points of fire damage unless they make a Reflex save (DC 37) for half damage. This leaves red puddles of flames on the ground where each target was standing on for five more rounds after dealing 6d6 points of fire damage per round while anyone is on that space.

Holy Chain (Su)

Once every other round as a standard action, Ser Charibert links a divine chain between two targets within 120-ft. away that must be 30 feet apart. Those two are tethered together take 4d6 points of (half fire/holy) damage per round until they’re at least 60 feet apart. They can make a Fortitude save (DC 35) per round to half the damage taken. This ability cannot be dispel or cured.

Lava Blast (Su)

Once every 1d2+1 rounds as a standard action, Ser Charibert shoots out a blast of lava from his hand within 30 feet. He must make a ranged touch attack to hit, and if the ray hits, it deals 16d6 points of fire damage and the target must make a Fortitude save (DC 35) or be inflicted with Burning and Entrangled status effects. Blue mages may learn this ability as a 7th level spell (Knowledge: Planes DC 29).

Power Weapon User (Ex)

Ser Charibert can use power weapons as if they had MP.

Ser Grinnaux

Init +7;
AC 30, touch 14, flat-footed 26 (+3 dex, +1 dodge, +8 armor, +8 natural)
Hp 434 [560] (28d10+280)
Fort +26, Ref +16, Will +20
Melee: +2 Trident +43/+38/+33 (1d8+15/19-20 x2)
STR 36, DEX 24, CON 30, INT 14, WIS 18, CHA 12
Base Atk +28; CMB +41; CMD 58
Feats: Bull Rush Strike, Diehard, Dodge, Drunken Brawler, Endurance, Greater Bull Rush, Improved Bull Rush, Improved Critical, Iron Will, Phalanx Formation, Power Attack, Quick Bull Rush, Rhino Charge, Toughness
Skills: Climb +35, Intimidate +29, Knowledge (History, Local, Nobility, Religion) +33, Perception +35, Sense Motive +35
Gear: +1 Tatami-do, +2 Trident (Icy Burst)

Special Abilities

Bloodlust (Ex)

Ser Grinnaux’s eagerness for bloodshed makes him quicker to act in a fight. He adds 4 to his initiative checks and always acts during the surprise round. If he is surprised during the surprise round, he acts last in that round and then determines initiative order normally for the remainder of combat.

Dimensional Collapse (Su)

Once every 1d3+1 rounds as a standard action, Ser Grinnaux places 30-ft.-radius black puddles underneath each target within 240-feet away from him. The puddles deal 8d8 points of shadow damage unless they make a Fortitude save (DC 28) for half damage. This leaves black puddles of darkness on the ground where each target was standing on for five more rounds after dealing 6d6 points of shadow damage per round while anyone is on that space.

Faith Unmoving (Ex)

Once every 1d4+1 rounds as a standard action, Ser Grinnaux drops down the trident sending out a blast-wave of terrible force. All foes in the area of effect take damage equal to triple Ser Grinnaux’s trident damage and are knocked back 120 feet unless they make a successful Reflex save (DC 32) for half damage and reducing the knock back to 30 feet.

Hyperdimensional Slash (Ex)

Once every 1d2+1 rounds as a standard action, Ser Grinnaux thrusts with the power of darkness hitting all those within a 10-ft.-radius thick but goes outward 60 feet away. All foes in the area of effect take damage equal to triple Ser Grinnaux’s trident damage as shadow damage which bypasses immunity to shadow damage however with a successful Reflex save (DC 32) can reduce damage by half.

Ser Guerrique

Init +5;
AC 30, touch 14, flat-footed 26 (+3 dex, +1 dodge, +8 armor, +8 natural)
Hp 406 [532] (28d10+252)
Fort +25, Ref +21, Will +14
Melee: +2 Greataxe +44/+39/+35 (1d12+16/19-20 x3)
STR 38, DEX 20, CON 28, INT 10, WIS 20, CHA 14
Base Atk +28; CMB +42; CMD 57
Feats: All-Consuming Swing, Cleave, Cleaving Finish, Diehard, Dodge, Endurance, Great Cleave, Improved Cleaving Finish, Improved Critical, Mobility, Power Attack, Spring Attack, Vital Strike, Whirlwind Attack
Skills: Bluff +33, Knowledge (History, Local, Nobility) +31, Perception +36, Sense Motive +36
Gear: +1 Tatami-do, +2 Greataxe (Roaring Burst)

Special Abilities

Heavy Impact (Ex)

Once every 1d4+1 rounds as a full-round action, Ser Guerrique smashes his axe into the ground hitting all foes within a 45-ft.-cone. All creatures in the area of effect take damage equal to triple Ser Guerrique’s greataxe damage and are considered having a heavy carrying capacity for 2d4+1 rounds unless they make a successful Fortitude save (DC 33) for half damage and negating the encumbrance effect.

Reliable Strike (Ex)

12/day, Ser Guerrique may reroll an attack roll, critical hit confirmation roll, miss chance check, or damage roll as an immediate action. He must accept the second roll even if it is worse.

Whirl Chop (Ex)

Once every 1d2+1 rounds as a standard action, Ser Guerrique charges in a 30-ft.-line, causing damage to foes in the line of effect. All creatures in the area of effect take damage equal to triple Ser Guerrique’s greataxe damage and are knocked prone unless they make a successful Reflex save (DC 33) for half damage and negating the prone effect.

Wind Shear (Su)

Once every 1d2+1 rounds as a standard action, gathering the very air itself into knifing blades, Ser Guerrique then hurls them in the direction of his victims. He can make a series of four ranged touch attacks within 100 feet, all of which deal 5d8 points of wind damage and 1d6 bleed damage that stacks with other sources of bleed damage. A successful Fortitude save (DC 29) negates the bleed damage. Blue mages may learn this ability as an 8th-level spell (Knowledge: Planes DC 31).

Ser Hammeric

Init +13;
AC 29, touch 19, flat-footed 20 (+9 dex, +4 armor, +6 natural)
Hp 406 [532] (28d10+252)
Fort +24, Ref +20, Will +25
Ranged: Double Charged Power Ice Rod +37/+32/+27 (2d4+10/x2)
STR 20, DEX 28, CON 26, INT 30, WIS 28, CHA 24
Base Atk +28; CMB +33; CMD 52
Feats: Ability Focus (Flash Rain, Hiemal Storm), Advanced Power Weapons Wielder, Clustered Shots, Deadly Aim, Dodge, Improved Initiative, Improved Precise Shot, Improved Power Weapons Wielder, Lightning Reflexes, Mobility, Precise Shot, Point-Blank Shot, Toughness
Skills: Bluff +36, Diplomacy +36, Knowledge (Arcana, Local, Nature, Nobility, Religion) +39, Knowledge (History, Planes) +42, Perception +38, Sense Motive +38, Stealth +38
Gear: Bracers of Armor +4, Double Charged Power Ice Rod

Special Abilities

Auto-Regen (Su)

Ser Haumeric begins regenerating hit points. He gains Fast Healing 20 up to 50% health, gaining the Regen status effect that cannot be dispelled.

Flash Rain (Su)

Once every 1d3+1 rounds as a standard action, Ser Haumeric causes a shower of icy cold rain in a flash, hitting all those in a 30-ft.-cone. Those in the area of effect take 10d6 ice and 10d6 water damage, a successful Reflex (DC 36) for half damage. Blue mages may learn this ability as a 8th level spell (Knowledge: Planes DC 31).

Hiemal Storm (Su)

Once every 1d3+1 rounds as a standard action, Ser Haumeric places a blue marker on all foes within 240-ft.-radius from him. On the following round, the marker explodes outward 30-ft.-radius from each target dealing 8d8 points of ice damage unless they make a Fortitude save (DC 36) for half damage. This leaves a blue circle of ice on the ground where it exploded for 5 more rounds after dealing 4d6 points of ice damage per round and it is considered difficult terrain while anyone is on that space.

Power Weapon User (Ex)

Ser Haumeric can use power weapons as if they had MP.

Snowstorm (Su)

Once every 1d2+1 rounds as a standard action, Ser Haumeric can create a shredding flurry of icy slivers hitting all creatures within the 30-ft. line. Creatures in the area of effect take 14d6 points of ice damage are inflicted with Frozen status for 1d4 rounds, a successive Reflex save (DC 34) for half damage and negates status effect. Blue mages may learn this ability as a 6th level spell (Knowledge: Planes DC 27).

Ser Hermenost

Init +5;
AC 28, touch 14, flat-footed 24 (+3 dex, +1 dodge, +8 armor, +6 natural)
Hp 434 [560] (28d10+280)
Fort +25, Ref +14, Will +27
Melee: +2 Warhammer +44/+39/+34 (1d8+23/19-20 x3)
STR 38, DEX 20, CON 28, INT 10, WIS 28, CHA 14
Base Atk +28; CMB +42; CMD 55
Feats: Ability Focus (Levinbolt), Circling Mongoose, Combat Patrol, Combat Reflexes, Dodge, Improved Critical, Iron Will, Lightning Stance, Mobility, Power Attack, Spring Attack, Toughness, Vital Strike, Wind Stance
Skills: Diplomacy +30, Knowledge (Local, Nobility, Religion) +31, Perform (Merchant) +40, Perception +40
Gear: +1Tatami-do, +2 Warhammer (Shocking Burst)

Special Abilities

Conviction Towers (Su)

Once every 1d4+1 rounds as a standard action, Ser Hermenost will place four conviction towers (1-ft. thick poles) within 90 feet from himself. Any enemy not within 10 feet of one of those towers on the following round must make a Fortitude save (DC 33) or be stunned for one round even if they succeed at the save they become staggered for one round.

Levinbolt (Su)

Once every 1d3+1 rounds as a standard action, Ser Hermenost writhes a bit before unleashing several blasts of electricity. He can make a series of four ranged touch attacks within 100 ft., each one doing 5d8 points of lightning damage and inflicting the Dazzled and Static conditions for 2d4 rounds, a successful Fortitude save (DC 33) negates the status effects. Upon a failed Fortitude save, those struck are also stunned for 1 round. Blue mages may learn this ability as an 8th-level spell (Knowledge: Planes DC 31).

Lightning Strike (Ex)

As part of a full attack, Ser Hermenost can make one additional attack. This attack is at the his highest base attack bonus, but each attack in the round (including the extra one) takes a –2 penalty.

Rolling Thunder (Ex)

Once every 1d4+1 rounds as a standard action, Ser Hermenost drops down the hammer sending out a blast-wave of terrible force within 30 feet from himself. All foes in the area of effect take damage equal to triple Ser Hermenost’s warhammer damage in lightning damage and are stunned for one round unless they make a successful Reflex save (DC 33) for half damage and negating the stun effect.

Ser Ignasse

Init +13;
AC 34, touch 19, flat-footed 25 (+8 dex, +1 dodge, +9 armor, +6 natural)
Hp 434 [560] (28d10+280)
Fort +26, Ref +25, Will +14
Melee: +2 Lance +42/+37/+32 (1d8+14/19-20 x3)
STR 34, DEX 28, CON 30, INT 14, WIS 16, CHA 14
Base Atk +28; CMB +40; CMD 59
Feats: Armor Focus (Heavy), Cleave, Combat Expertise, Combat Patrol, Combat Reflexes, Dodge, Improved Critical, Improved Initiative, Iron Will, Lunge, Mobility, Power Attack, Spring Attack, Whirlwind Attack
Skills: Acrobatics +39, Climb +42, Diplomacy +33, Knowledge (Arcana) +33, Knowledge (Local, Religion) +30, Perception +34, Sense Motive +34
Gear: +1 Tatami-do, +2 Lance (Earthen Burst)

Special Abilities

Armor Training (Ex)

Ser Ignasse learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 5 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 5. In addition, he can move at his normal speed while wearing heavy armor.

Earthen Glaive (Ex)

Once every 1d4+1 rounds as a standard action, Ser Ignasse smacks downward into the ground releasing a 45-ft.-cone of earthen glaives from his lance. All foes in the area of effect take damage equal to triple Ser Ignasse’s lance damage in earth damage and are immobilized for 1d4+1 rounds unless they make a successful Fortitude save (DC 34) for half damage and negating the immobilized effect.

Magnitude 8 (Su)

Once every 1d3+1 rounds as a standard action, Ser Ignasse can cause the ground to erupt wildly around it within a 60-ft.-radius. Creatures within the area of effect take 15d10 points of earth damage and are inflicted with the weighted status effect. They must make a successful Reflex save (DC 27) to reduce the damage by half and negate the status effect. Blue mages may learn this ability as an 8th level spell (Knowledge: Planes DC 31).

Skyward Leap (Ex)

Once every 1d2+1 rounds as a standard action, Ser Ignasse jumps from the sky and lands upon his opponent within 60 feet from himself. If he hits (+39), this foe take damage equal to quadruple Ser Ignasse’s lance damage.

Ser Janlenoux

Init +7;
AC 36, touch 18, flat-footed 33 (+3 dex, +10 armor, +5 shield, +8 natural)
Hp 518 [644] (28d10+364)
Fort +27, Ref +23, Will +14
Melee: +2 Longsword +40/+35/+30 (1d8+12/19-20 x2)
STR 30, DEX 24, CON 32, INT 14, WIS 20, CHA 18
Base Atk +28; CMB +33; CMD 50
Feats: Armor Focus (Heavy), Combat Expertise, Covering Defense, Greater Armor Focus (Heavy), Improved Shield Bash, Improved Shield Focus, Missile Shield, Power Attack, Saving Shield, Shield Focus, Shield Slam, Shield Ward, Toughness, Two-Weapon Fighting
Skills: Bluff +36, Diplomacy +32, Knowledge (Local, Nobility, Religion) +33, Perception +36, Profession (Chef) +36, Sense Motive +36
Gear: +1Tatami-do, +2 Longsword (Shining), +1 Heavy Steel Shield

Special Abilities

Holiest of Holy (Su)

Once every 1d2+1 rounds as a standard action, Ser Janlenoux releases an holy light upon his enemies within 100-ft. away from himself. Anyone within 30-ft.-radius from the target takes 8d8 points of holy damage unless they make a Fortitude save (DC 29) for half damage.

Holy Bladedance (Ex)

Once every 1d4+1 rounds as a full-round action, Ser Janlenoux strikes in a frenzy of blades towards one target within melee range. He attacks seven times with his longsword, adding 1d6 points of holy damage per strike, with a -5 penalty.

Holy Shield Bash (Ex)

Once every 1d2+1 rounds as a swift action, Ser Janlenoux charges at an target within 60 feet from him. He can attempt to bash them over with his shield (+39) dealing 2d6 points of bludgeoning damage and an extra 1d6 points of holy damage. If he successfully hits, the target must make a Fortitude save (DC 36) or be stunned for 1 round.

Unwavering Confidence (Ex)

Ser Janlenoux draws upon his convictions to sustain him in battle. As a move action, he gains a +6 morale bonus to Constitution for a number of rounds equal to 15. Hit points gained from an increase in Constitution are not lost like temporary hit points.

Ser Nourdenet

Init +9;
AC 30, touch 20, flat-footed 20 (+9 dex, +1 dodge, +4 armor, +6 natural)
Hp 350 [476] (28d10+196)
Fort +16, Ref +25, Will +28
Ranged: Double Charged Power Earth Staff +38/+33/+28 (2d6+10/x2)
STR 20, DEX 28, CON 24, INT 24, WIS 30, CHA 26
Base Atk +28; CMB +33; CMD 52
Feats: Advanced Power Weapons Wielder, Alertness, Clustered Shots, Combat Reflexes, Deadly Aim, Dodge, Improved Power Weapons Wielder, Iron Will, Point-Blank Shot, Precise Shot, Rapid Shot, Shrewd Tactician, Snap Shot, Weapon Focus (Power Staff)
Skills: Bluff +39, Diplomacy +36, Heal +41, Knowledge (Arcana, Local, Nature, Nobility, Religion) +28, Knowledge (History, Planes) +38, Perception +41, Sense Motive +41, Use Magic Device +35
Gear: Bracers of Armor +4, Double Charged Power Earth Staff

Special Abilities

Comet Rain (Su)

Once every 1d2+1 rounds as a standard action, Ser Noudenet can fire one meteor off towards each target within 240 feet from himself. He summons multiple molten meteor from the sky to rain upon his enemies, inflicting 10d6 damage (half earth, half fire) in a 20 ft. radius sphere on top of each target. All creatures within the area of effect must make a Reflex save (DC 34) for half damage.

Holy Meteor (Su)

Once every 1d4+1 rounds as a full-round action, Ser Noudenet summon one massive molten meteor from 100 feet away into the sky to rain upon his enemies hitting all his foes within 120-ft.-radius from his target. Those within the area of effect take 20d6 points of damage (half fire, half holy), a Reflex save (DC 34) for half damage. Creatures hit with multiple meteors must make multiple Reflex saves.

Laser Barrage (Ex)

Once every 1d4+2 rounds as a standard action, Ser Noudenet can unleash a hail of lasers upon his foes. For each enemy within a 60 ft. cone, roll 1d4; the number rolled is how many times they take the damage of the Ser Noudenet’s laser barrage (5d10 non-elemental damage). After the total damage is rolled, the affected creature makes a Reflex save (DC 28) for half damage. Blue mages can learn this ability as an 8th-level spell (Knowledge: Planes DC 31).

Loremaster (Ex)

Ser Noudenet becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. He can choose not to take 10 and can instead roll normally. In addition, once per day, he can take 20 on any Knowledge skill check as a standard action.

Power Weapon User (Ex)

Ser Noudenet can use power weapons as if they had MP.

Ser Paulecrain

Init +11;
AC 30, touch 14, flat-footed 26 (+3 dex, +1 dodge, +8 armor, +8 natural)
Hp 434 [560] (28d10+280)
Fort +19, Ref +27, Will +19
Melee: +2 Naginata +42/+37/+32 (1d8+13/19-20 x4)
STR 32, DEX 32, CON 30, INT 20, WIS 16, CHA 14
Base Atk +28; CMB +39; CMD 60
Feats: Cleave, Combat Expertise, Combat Patrol, Combat Reflexes, Dodge, Improved Critical, Improved Initiative, Iron Will, Lunge, Mobility, Power Attack, Spring Attack, Whirlwind Attack, Weapon Focus (Naginata)
Skills: Acrobatics +36, Bluff +33, Disguise +33, Knowledge (Local, Nobility, Religion) +33, Perception +34, Sense Motive +34, Sleight of Hand +36, Stealth +36, Use Magic Device +36
Gear: +1 Tatami-do, +2 Naginata (Abyssal Burst)

Special Abilities

Bloodreaver (Su)

Once every other round, Ser Paulecrain can feast upon the essence of his enemies with but a touch. As a standard action, he makes a melee touch attack; if successful, the enemy takes 8d6 points of shadow damage, and he is healed as much. The target must also make a Fort save (DC 29), or be staggered for 1 round. If used on undead or creatures immune to shadow damage, it still functions, dealing non-elemental damage instead, and they must still roll a Fort save to negate the stagger effect. Blue Mages can learn this ability as a 6th-level spell (Knowledge: Planes DC 27).

Evasion (Ex)

Ser Paulecrain can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage.

Shadowrend (Ex)

Once every 1d2+ rounds as a swift action, Ser Paulecrain can teleport adjacent to any creature within 90 ft. and may attack the creature, once, as a free action. The attack is made using the caster’s full base attack bonus plus 4d6 points of shadow damage.

Skyward Leap (Ex)

Once every 1d2+1 rounds as a standard action, Ser Paulecrain jumps from the sky and lands upon his opponent within 60 feet from himself. If he hits (+39), this foe take damage equal to quadruple Ser Paulecrain’s naginata damage.

Ser Vellguine

Init +7;
AC 31, touch 13, flat-footed 28 (+3 dex, +10 armor, +8 natural)
Hp 490 [616] (28d10+336)
Fort +27, Ref +23, Will +15
Melee: +2 Longspear +43/+38/+33 (1d8+10/19-20 x3)
STR 36, DEX 24, CON 32, INT 18, WIS 22, CHA 14
Base Atk +28; CMB +41; CMD 58
Feats: All-Consuming Swing, Armor Focus (Heavy), Cleave, Combat Reflexes, Greater Armor Focus (Heavy), Greater Sunder, Improved Critical, Improved Sunder, Lunge, Phalanx Formation, Power Attack, Shield of Swings, Toughness, Vital Strike
Skills: Bluff +33, Climb +35, Disguise +30, Knowledge (Arcana, Local, Nobility, Religion) +35, Perception +37, Sense Motive +37, Use Magic Device +32
Gear: +1Tatami-do, +2 Longspear (Jetstream Burst)

Special Abilities

Fortress of Defense (Ex)

Ser Vellguine strict vigilance and active defensive maneuvers force his opponents to move with care. Any space he threatens is treated by hostile creatures as though it were difficult terrain for enemies. If a creature would not be affected by difficult terrain due to its movement type, the effects still apply. In addition, whenever he hits an opponent with an attack of opportunity, that opponent becomes flat-footed until the end of his next turn.

Skyward Leap (Ex)

Once every 1d2+1 rounds as a standard action, Ser Vellguine jumps from the sky and lands upon his opponent within 60 feet from himself. If he hits (+41), this foe take damage equal to quadruple Ser Vellguine’s spear damage.

Spear of Fury (Ex)

Once every 1d4+1 rounds as a full-round action, Ser Vallguine thrusts in a frenzy of spears towards one target within melee range. He attacks seven times with his spear, adding 1d6 points of water damage per strike, with a -5 penalty.

Spiral Thrust (Ex)

Once every 1d2+2 rounds as a standard action, Ser Vellguine thrusts in a cross-shape attack hitting all foes within 100-ft.-line but 5-ft.-radius thickness. Any foes within the area of effect takes 6d8 points of damage (half piercing/half water) must make a Reflex save (DC 35) for half damage. He will do this again the following round but with an x-shape instead of a cross-shape.

Ser Zephirin

Init +5;
AC 31, touch 13, flat-footed 28 (+3 dex, +8 armor, +10 natural)
Hp 434 [560] (28d10+280)
Fort +26, Ref +21, Will +16
Melee: Greatsword +42/+37/+32 (2d6+10/17-20 x2)
STR 36, DEX 20, CON 30, INT 14, WIS 24, CHA 20
Base Atk +28; CMB +41; CMD 56
Feats: Cleave, Cleaving Finish, Combat Reflexes, Cornugon Smash, Dreadful Carnage, Furious Focus, Great Cleave, Hurtful, Improved Critical, Intimidating Prowess, Power Attack, Shield of Swings, Vital Strike, Weapon Focus (Greatsword)
Skills: Bluff +35, Diplomacy +35, Intimidate +38, Knowledge (Local, Nobility, Religion) +33, Perception +38, Sense Motive +38
Gear: +1 Tatami-do, +2 Greatsword (Shining Burst)

Special Abilities

Counterattack (Ex)

Ser Zephirin can make an attack of opportunity against an opponent who hits him with a melee attack, so long as the attacking creature is within his reach.

Holy Slash (Ex)

Once every 1d4+1 rounds as a standard action, Ser Zephirin releases a 45-ft.-cone of flashing light from his blade. All foes in the area of effect take damage equal to triple Ser Zephirin’s greatsword damage in holy damage and are blinded for 1d4+1 rounds unless they make a successful Fortitude save (DC 31) for half damage and negating the blind effect.

Sacrament (Su)

Once every 1d2+1 rounds as a swift action, Ser Zephirin fires 4 beams of holy energy at his foes, up to 30 feet away. Each ray requires a ranged touch attack to hit (+33) and deals 4d6 points of holy damage. The rays may be fired at the same or different targets, but all rays must be aimed at targets within 30 feet of each other and fired simultaneously. Blue mages may learn this ability as a 7th level spell (Knowledge: Planes DC 29).

Sacred Cross (Su)

Once every 1d3+1 rounds as a full-round action, Ser Zephirin extends his powers outward hitting all foes within 120-ft.-radius from himself. Every enemy within the area of effect takes 10d10 points of holy damage unless they make a Reflex save (DC 31) for half damage. The damage of this ability goes down by two dice per every 25% less hp he has from max.