This Archadian Judge’s customized armor has round protrusions coming from its helmet and wider, rounder hips. She carries a pair of crushing weapons that can combine into a staff with heavy protrusions on both ends. – Imban
Judge Drace (CR 12)
XP 19,200
Hume Judge Magister 12
LG Medium humanoid (hume, Mini-Boss)
Init: +4; Senses Perception +16
DEFENSE
AC 33, touch 16, flat-footed 29 (+14 armor, +2 deflection, +4 Dex, +2 natural, +1 shield)
hp 143 [204] (12d12+60)
Fort +15, Ref +10, Will +15
Defensive Abilities Stalwart
DR 9/-
Immune critical hits (25%), frightened, shaken, sneak attacks (25%)
OFFENSE
Speed 40 ft.
Melee +3 warhammer +23/+18/+13 (1d8+12/x3), Death Trap +23/+18 (1d8+12/x3) or +3 dire flail +24/+19/+14 (1d8+16)
Special Abilities Determination (4/day), Judge’s Might (7/day, 12 rounds), Judgment (+4, 4/day), Knockdown, Shield Ally
Limit Breaks A Knight’s Blessing
TACTICS
Before Combat: If Drace has a chance to set up, she’ll activate Judge’s Might immediately before combat begins.
During Combat: Drace immediately uses Judgment when combat begins, boosting whichever abilities she feels she’s lacking against her foes, and then activates Judge’s Might as soon as possible afterwards. If she has to move during a round or is otherwise limited to a single attack, she combines her weapons together, but otherwise she keeps them separate during combat. She has a small stock of powerful potions in case she needs to heal herself or her allies.
STATISTICS
Str 28, Dex 19, Con 20, Int 12, Wis 12, Cha 18
Base Atk +12; CMB +21; CMD 35
Feats Antagonize*, Double Slice, Endurance*, Improved Two-Weapon Fighting, Power Attack, Stand Still*, Two-Weapon Defense, Two-Weapon Fighting, Weapon Adept (Judge Weapon), Weapon Focus (Warhammer)
*Bonus Feat
Skills Bluff +5, Climb +22, Diplomacy +19 (+23 gather information), Disguise +5, Intimidate +25, Knowledge (Nobility) +16, Perception +16, Sense Motive +22
Languages Common and one more
SQ Active Defense (+3), Advanced Knight Talents (Indomitable, Superior Strength of Arms), Always Wary (+4), Armored Defense, Armor Training (+3), Authority, Badge of Office, Fortification (Light), Fortress of Defense, Heavy Weaponry, Knight Talents (Fearlessness, Improved Armored Defense, Improved Strength of Arms, Irrepressible Justice, Quick and Mobile, Strength of Arms), Second Judgment, Stem the Tide, Stern Gaze (+6), Threat Control
Gear +3 Judge Weapon Warhammer, +3 Judge Weapon Warhammer “Death Trap”, +5 Full Plate, Amulet of Natural Armor +2, Cloak of Resistance +2, Ring of Protection +2, Mega Potion x5
SPECIAL ABILITIES
A Knight’s Blessing (Su)
3/day while under 50% HP, as a swift action Judge Drace may protect not only herself but her allies as well. For 3 rounds, Judge Drace and any allies within 30 feet gain the effects of Protect III, Shell III, and Regen III.
GEAR
Drace’s unnamed warhammer and Death Trap have a special weapon modification, “judge weapon”, which allows them to be combined into a dire flail or split apart again as a free action. Magical enhancements from each of the individual weapons carry over to the ends of the dire flail, and proficiency with the modified weapon versions of its parts makes her proficient with the dire flail.