Here is my version of Justice Ironbriar and his cultists. I gave them all an extra level of rogue, because I play with a 5-man party. The party encountered him with all 13 cultists present. I would suggest to tone that down to 5-6 cultists. the new Dex to damage rule makes the cultists deadly. All cultists are unchained rogue 4. If you feel particulary evil, give half the deliberating injury for AC penalty and half the attack penalty.
For summon monster III, I would suggest to summon a dretch, because of the stinking cloud spell-like ability.
For my game, the party was almost destroyed by just 6 cultists after the silence + confusion combo. Ironbriar and the other cultists just laughed at them (silently of course).
tactics: Start the combat by casting silence, then let the cultists move in. Next round cast confusion from your mask on the party. Close in and murder them for your mistress!
Unchained Justice Ironbriar
Male elf cleric of Norgorber 6 - unchained rogue 3
NE Medium humanoid (elf)
Init +6; Senses low-light vision; Perception +16
DEFENSE
AC 26, touch 20, flat-footed 19 (+4 armor, +3 deflection, +6 Dex, +1 dodge, +2 shield) +4 vs atk of opp.
hp 80 (9d8+36)
Fort +8, Ref +12, Will +13; +2 vs enchantments
Defensive Abilities evasion; immune sleep
OFFENSE
Speed 30ft.
Melee +1 short sword +16 (1d6+9/19-20)
Ranged mwk hand crossbow +15 (1d4+2/19-20 plus drow poison) (Fort DC 13, unconscious for 1 min)
Special Attacks channel negative energy 4/day (DC14, 3d6), sneak attack +2d6
Spell-Like Abilities (CL6th; concentration +8)
2/day-confusion (DC 18 Will, 15ft. radius burst, 6 rounds)
5/day-copycat (Illusionary double, 50% chance on hitting double), move action to cast
Spells Prepared (CL6th; concentration +8)
3rd-dispel magic, prayer, summon monster III
2nd-bear’s endurance, owl’s wisdom, hold person (DC 16), silence (DC 16)
1st-charm person (DC15), command (DC 15), cure light wounds, divine favor, shield of faith
0-light, mending, read magic, stabilize
Domains Charm, Trickery
STATISTICS
Str 8, Dex 18 (22), Con 12 (16), Int 14, Wis 15 (19), Cha 13
Base Atk +6; CMB +5; CMD 25
Feats Dodge, Iron Will, Mobility, Selective Channelling, Spring Attack, Toughness, Weapon Finesse (short sword), Weapon Focus (short sword)
SQ Rogue tricks (Weapon Training, Combat Trick)
Gear mithril chain shirt, +1 short sword, mwk hand crossbow, potion of cat’s grace, reaper’s mask, +1 buckler, wand of cure moderate wounds 12 charges left, cloak of resistance +1
Skinsaw Cultist
Human unchained rogue 4
NE Medium humanoid (human)
Init +10; Senses Perception +12
DEFENSE
AC 21, touch 18, flat-footed 12 (+3 armor, +6 Dex, +2 deflection)
hp 29 (4d8+8)
Fort +3, Ref +10, Will +5
Defensive Abilities evasion, uncanny dodge
OFFENSE
Speed 30ft.
Melee mwk short sword +11 (1d4+7/19-20)
Ranged mwk hand crossbow +10 (1d4/19-20)
Special Attacks deliberating injury (-4 AC, -2 for other targets), sneak attack +2d6, +1d6 damage when flanking
STATISTICS
Str 8, Dex 18 (22), Con 13, Int 10, Wis 14, Cha 12
Base Atk +3, CMB +2; CMD 20
Feats Improved Initiative, Weapon Finesse, Weapon Focus, Iron Will, Toughness, Precise Strike
SQ rogue talents (Weapon Training, Combat Trick)
Gear potion of shield of faith, potion of cat’s grace, mwk short sword, mwk hand crossbow, +1 leather armor, skinsaw mask