The Judge Magisters wield quite a bit of magickal and physical power. They are called on sometimes to guard high profile people, such as Princess Ashe or Lord Larsa. They are also sent on the most sensitive and important missions, such as retrieving the Dusk Shard or the Sword of Kings.
Judge Magister (CR 10)
XP 9,600
Hume Judge Magister 10
LN Medium Humanoid
Init +8; Senses Perception +14
DEFENSE
AC 27, touch 13, flat-footed 24 (+10 armor, +3 Dex, +4 shield)
hp 130 [184] (10d12+64)
Fort +13, Ref +7, Will +8
Defensive Abilities DR 6/- while in armor, Stalwart; Immune Shaken and Frightened
OFFENSE
Speed 40 ft.
Melee +1 Knight Sword +18/+13 (1d10+8/19-20 x2)
Special Abilities Determination (3/day), Judgement (3/day), Judge’s Might (9/day, 10 rounds), Knockdown, Shield Ally (1/round)
STATISTICS
Str 24, Dex 18, Con 22, Int 12, Wis 12, Cha 18
Base Atk +10/+5; CMB +17; CMD 31
Feats Antagonize, Cleave, Combat Reflexes, Improved Initiative, Power Attack, Shield Focus, Vital Strike
Skills Diplomacy +17, Intimidate +20, Knowledge (Nobility) +10, Perception +14, Sense Motive +15
Languages Common and one more
SQ Active Defense (+2), Always Wary (+4), Armored Defense, Armor Training (+2), Authority, Badge of Office, Fortification (Light), Fortress of Defense, Heavy Weaponry, Knight Talents (Fearlessness, Improved Strength of Arms, Intimidating Armor, Irrepressible Justice, Quick and Mobile, Strength in Arms), Stern Gaze (+5), Threat Control
Gear +1 Knight Sword, +1 Full Plate, +1 Heavy Steel Shield