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Doomsayer

Doomsayer CR 19

Source NPC Codex pg. 43
XP 204,800
Human bard 20
NE Medium humanoid (human)
Init +2; Senses Perception +17

Defense

AC 22, touch 14, flat-footed 20 (+8 armor, +2 deflection, +2 Dex)
hp 133 (20d8+40)
Fort +12, Ref +18, Will +15; +4 vs. bardic performance, language-dependent, and sonic

Offense

Speed 30 ft.
Melee +2 unholy adamantine scythe +21/+16/+11 (2d4+6/19-20/×4)
Special Attacks bardic performance 50 rounds/day (swift action; countersong, deadly performance, dirge of doom, distraction, fascinate, frightening tune, inspire competence +6, inspire courage +4, inspire greatness, inspire heroics, mass suggestion, soothing performance, suggestion)
Bard Spells Known (CL 20th; concentration +28)
6th (6/day)—analyze dweomer, greater scrying (DC 24), programmed image (DC 26), project image (DC 26), summon monster VI
5th (6/day)—greater dispel magic, false vision, nightmare (DC 25), shadow walk (DC 23), song of discord (DC 25)
4th (7/day)—dominate person (DC 24), greater invisibility, hallucinatory terrain (DC 24), hold monster(DC 24), rainbow pattern (DC 24), shout (DC 22)
3rd (7/day)—crushing despair (DC 23), cure serious wounds (DC 21), fear (DC 21), major image (DC 23), phantom steed, see invisibility
2nd (7/day)—darkness, invisibility, mirror image, rage, shatter, silence (DC 20)
1st (7/day)—alarm, charm person (DC 21), disguise self, feather fall, hideous laughter (DC 21), magic mouth
0 (at will)—detect magic, flare (DC 18), mage hand, message, open/close, read magic

Tactics

During Combat The bard fights with her scythe in melee, and uses her wand of enervation.

Statistics

Str 16, Dex 14, Con 14, Int 13, Wis 8, Cha 26
Base Atk +15; CMB +18 (+22 trip); CMD 32 (34 vs. trip)
Feats Combat Expertise, Greater Spell Focus (enchantment, illusion), Greater Trip, Improved Critical (scythe), Improved Trip, Martial Weapon Proficiency, Quicken Spell, Spell Focus (enchantment, illusion), Weapon Focus (scythe)
Skills Escape Artist +19, Fly +14, Heal +12, Knowledge (arcana) +21, Knowledge (dungeoneering) +18, Knowledge (engineering, geography) +15, Knowledge (history, local) +17, Knowledge (nature, nobility) +16, Knowledge (planes) +20, Knowledge (religion) +26, Perception +17, Perform (dance) +20, Perform (oratory) +21, Perform (string) +31, Spellcraft +19, Stealth +24, Use Magic Device +26
Languages Abyssal, Common
SQ bardic knowledge +10, jack-of-all-trades (use any skill, all skills are class skills, take 10 on any skill), lore master 3/day, versatile performance (dance, keyboard, oratory, string, wind,)
Combat Gear scroll of bestow curse, scroll of heal, scrolls of restoration (2), scroll of teleport, wand of enervation (50 charges); Other Gear +4 chain shirt, +2 unholy adamantine scythe, belt of physical perfection +2, boots of striding and springing, cloak of resistance +4, headband of alluring charisma +6, ring of protection +2, 57 gp

Some doomsayers walk in solitude; others form cults to witness the end.

Asha Garcer

After preaching the end times since her youth, Asha now seeks to hasten the apocalypse. Her cult, hundreds strong, sings the dirges of a dying world. Some say she exploits people’s fears of the apocalypse, but others think Asha truly believes her rants. All of her cultists show total dedication. Though they would rather live to see the end of the world, they fight fearlessly to the death for Asha’s cause.

Combat Encounters: A host of zealots defends Asha.

Roleplaying Suggestions: Any meeting to gain the grim cult leader’s blessing requires an invitation.