Spoiler (Anzeigen)LYELL CR 9
Male dhampir antipaladin 9
CE Medium humanoid (dhampir)
Init +1; Senses darkvision 60 ft., low-light vision; Perception +1
===== Defense =====
AC 25, touch 13, flat-footed 24; (+10 armor, +2 deflection, +1 Dex, +2 natural)
hp 90 (9d10+36)
Fort +14, Ref +10, Will +11 (+2 vs. disease and mind-affecting effects)
Defensive Abilities negative energy affinity, resist level drain
===== Offense =====
Spd 20 ft.
Melee +1 grayflame greatsword +14/+9 (2d6+7)
Spell-Like Abilities (CL 9)
3/day--detect undead
Special Attacks channel negative energy (5d6, DC 18), cruelty (nauseated, sickened, or staggered, DC 18), touch of corruption (5d6, 8/day)
Antipaladin Spells Prepared (CL 6th, concentration +10)
2nd--darkness, invisibility
1st--command (2; DC 15), doom (2; DC 15)
===== Tactics =====
During Combat Lyell declares smite on any cleric or paladin, followed by activating his fiendish bond. Next round Lyell activates his sword's grayflame ability and attacks with Power Attack and Vital Strike.
Morale If below 15 hit points, Lyell imbibes potions to assume an invisible, gaseous form and flees. He knows not all battles can be won.
===== Statistics =====
Str 18, Dex 12, Con 14, Int 12, Wis 8, Cha 18
Base Atk +9; CMB +13; CMD 26
Feats Cleave, Lunge, Power Attack, Toughness, Vital Strike
Skills Bluff +18, Intimidate +16, Knowledge (religion) +13, Perception +1; Racial Modifiers +2 Bluff, +2 Perception
Languages Common, Osiriani
SQ aura of cowardice, aura of despair, aura of evil, detect good, fiendish bond (weapon), plague bringer, smite good 3/day (+4 to attack roll, +9 damage), unholy resilience.
Combat Gear flask of five fifths (potion of gaseous form, potion of inflict serious wounds (3), potion of invisibility); Other Gear +1 dastard full-plate, +1 grayflame greatsword, amulet of natural armor +2, belt of physical might +2 (Strength and Constitution), cloak of resistance +2, headband of alluring charisma +2, ring of protection +2, robe of bones.
===== Special Abilities =====
Resist Level Drain (Ex) Lyell takes no penalties from energy draining effects, though he can still be killed if more negative levels than his Hit Dice are accrued. After 24 hours, any negative levels are removed without the need of additional saving throws.
Spoiler (Anzeigen)Tengu Blademaster (Fighter)
All tengus train with swords from birth, but only a few truly dedicate themselves to mastering the art of swordplay. Tengu blademasters are gifted swordsmen, each combining his dangerous bite and racial affinity with swords into a unique, yet deadly fighting style. These fighting school benefits apply only to the tengu’s bite attack and sword-like weapons as defined by the tengu’s swordtrained racial trait.
Many Sword Style (Ex): Starting at 2nd level, if the tengu blademaster has a sword selected for the Weapon Focus feat, he may apply the benefit of the feat to any sword he wields. He may apply Weapon Specialization, Greater Weapon Focus and Greater Weapon Specialization in a similar fashion. The blademaster may only apply these benefits to a newly acquired sword after familiarizing himself with it, requiring 1 minute of practice, even if already familiar with another sword of the same type. A blademaster only need familiarize himself with any sword once. At 10th level, he only requires a full-round action to familiarize himself with a sword. This ability replaces bravery.
Blademaster’s Defense (Ex): Starting at 3rd level, when a blademaster makes a full attack including at least one sword and bite attack, he receives a +1 dodge bonus to AC against melee attacks. This bonus increases by 1 for every four levels after 3rd. This ability replaces armor training 1 and 3.
Tengu Weapon Training (Ex): At 5th level, the blademaster gains weapon training 1, but the bonuses only apply when wielding a sword or using a bite attack. At 17th level, the blademaster receives weapon training 2. This ability replaces weapon training 1 and 4.
Iron Beak (Ex): At 7th level, the blademaster reduces the penalty to attack rolls when using his bite as a secondary weapon to -2. At 15th level, he adds his full strength modifier to damage dealt by a secondary bite attack. This ability replaces armor training 2 and 4.
Beak and Blade (Ex): At 9th level, as a standard action, a blademaster can make a single melee attack with a sword. If the attack hits, he may attempt a dirty trick or steal combat maneuver with his beak, using his full base attack bonus, as a free action that does not provoke an attack of opportunity. This ability replaces weapon training 2.
Powerful Beak (Ex): At 13th level, the blademaster is considered one size larger when determining the damage dealt by his bite attack and CMB when using his beak. This ability replaces weapon training 3.
Tengu Weapon Mastery (Ex): At 20th level, the blademaster gains weapon mastery as per the fighter class feature, but may only select a sword or his bite attack.
Spoiler (Anzeigen)The Gentleman Knave CR 9
Male human rogue (rake, APG 134) 10
CN Medium humanoid (human)
Init +5; Senses Perception +12
=====Defense=====
AC 25, touch 16, flat-footed 19 (+5 armor, +5 Dex, +1 dodge, +4 shield)
hp 78 (10d8 + 30)
Fort +5, Ref +13, Will +5
Defensive Abilities evasion, improved uncanny dodge
=====Offense=====
Spd 30 ft.
Melee +1 rapier +13/+8 (1d6+1/18-20)
Ranged shortbow +12 (1d6/x3)
Special Attacks sneak attack +5d6
Spell-Like Abilities (CL 10th)
2/day – vanish (DC 13)
=====Tactics=====
Before Combat: Unless surprised, the Gentleman Knave casts shield before fighting.
During Combat: The Knave and his band of thieves prefer to strike quickly and disappear. In pitched battle, he challenges noble opponents to single combat; if refused, he targets spellcasters. He feints and uses bravado’s blade. The Knave is merciful unless his secret is threatened – then he fights to kill.
Morale: The Knave flees immediately if badly outnumbered. Otherwise, he fights until another day triggers, then retreats with vanish. If cornered he surrenders graciously, planning to escape later.
=====Statistics=====
Str 10 Dex 20 Con 12 Int 14 Wis 8 Cha 14
Base Atk +7/+2; CMB +7; CMD 23
Feats Combat Expertise, Dodge, Improved Feint, Iron Will, Toughness, Weapon Finesse
Skills Acrobatics +18, Bluff +18, Diplomacy +18, Disguise +15, Escape Artist +18, Intimidate +15, Knowledge (local) +10, Perception +12, Sense Motive +12, Sleight of Hand +13, Stealth +18, Use Magic Device +15
Languages Common, Kelish, Goblin
SQ bravado’s blade, rake’s smile, rogue talents (another day, befuddling strike, major magic, offensive defense, surprise attack)
Combat Gear potion of cure serious wounds (2); Other Gear +1 mithral shirt, +1 rapier, shortbow, belt of incredible dexterity +2, cloak of resistance +1, entertainer’s outfit, wand of disguise self (27 charges), wand of shield (39 charges), 297 gp
Spoiler (Anzeigen)First World Druid (Druid)
The First World is a place of wild vitality and bizarre creatures. In places where the fabric of reality has worn thin it can bleed over into the material plane. Druids dwelling near such breeches often display an affinity for a natural world that doesn't really exist.
Nature Bond (Ex): A first world druid may not select an animal companion or the Animal domain. Instead, she adds the Travel and Trickery domains to those usually available to druids.
Beast Empathy (Ex): A first world druid can improve the atttude of magical beasts with an intelligence of 1 or 2 as a normal druid can with animals. She can also use this ability to influence animals, but she takes a –4 penalty on the check. This ability replaces Wild Empathy.
Wild Shape (Su): A first world druid gains this ability at 6th level, except that her effective druid level for the ability is equal to her druid level -2. At 10th level she can assume the form of a Small or Medium magical beast, at 12th level a Tiny or Large magical beast. This effect functions as beast shape IV.
Tane's Power (Su): When wildshaped into a Huge plant or Large magical beast, or shapechanged into a Huge plant, Large magical beast or Huge dragon, the first world druid gains an additional ability based on the creature type she assumed.
Sard's Electrical Jolt: When in plant shape, every time a creature strikes her with a metal melee weapon, arcs of electricity deal 2d6 points of damage to the attacker.
Thrasfyr's Entangling Chains: When in magical beast shape she grows six chains from her body. As a standard action, she can cause these chains to snake outward to a radius of 20 feet and thrash about violently. All creatures in this area take 10d6 points of slashing damage and become entangled - a Reflex save halves the damage and negates the entangled condition. An entangled creature can escape with a Reflex save or a DC 30 Escape Artist check made as a full-round action. The chains can also be sundered (hardness 10, hp 5, Break DC 26). The save DC is Dexterity-based.
Jabberwock's Burble: When in dragon shape she can burble once every 1d4 rounds as a standard action. This blast of strange noises and shouted nonsense affects all creatures within a 30-foot-radius spread - these creatures must make a Will save or become confused for 1d4 rounds. This is a mind-affecting sonic effect. The save DC is Charisma-based.
These are in addition to the normal benefits of the assumed forms. This ability replaces Timeless Body.
Spoiler (Anzeigen)Chronologist (Oracle)
Through deep contemplation and a natural affinity, the chronologist possesses a consummate understanding of the ebb and flow of time. This unique perspective allows him to weave the parallel threads of past, present and future for his own purposes. A chronologist has the following class features.
Weapon and Armor Proficiency: Chronologists are proficient with all simple weapons as well as the scythe, light armor, medium armor, and shields (except tower shields).
Speak In Riddles (Ex): A chronologist's phraseology mirrors his distinctive and complex view of the world, often making communication with him tiresome. A nonplayer character's initial attitude decreases by one step when first meeting the chronologist. At 5th level, the chronologist's ominous tone earns him a +3 competence bonus to Intimidate checks. At 10th level, the bonus increases to +6. At 15th level, having contemplated eternity, the chronologist gains immunity to the confused condition. This ability replaces oracle's curse.
Mystery Bond: When selecting an oracle mystery, the chronologist must choose from one of the following: bones, heavens, life, lore or nature. The selection of oracle revelations at 1st, 7th and 15th level is replaced with the chronologist abilities listed below.
Glimpse the Future (Su): The chronologist is difficult to surprise, granting him a +2 insight bonus to Perception checks against surprise attacks and traps. The bonus increases to +4 at 10th level. This ability replaces the 1st level oracle revelation.
Manipulate Time (Sp): Once per day, the chronologist can break the temporal bonds and cast either haste or slow using his chronologist level as the caster level. This ability replaces the 7th level oracle revelation.
Transcendent Consciousness (Sp): With great concentration a chronologist can examine a location and experience what recently transpired there just as if he were present during the time. For every minute the chronologist concentrates, he can observe one minute into the past, beginning with the moment he started concentrating and working backward. The chronologist may use this ability for a number of minutes per day equal to 3 times his class level, but doing so is taxing, causing him to become fatigued immediately thereafter. A chronologist may not use this ability while fatigued or exhausted. Distractions while concentrating are handled as if casting an 8th level spell. This ability replaces the 15th level oracle revelation.
Spoiler (Anzeigen)Impaler (Fighter)
Originating from Cheliax, the Empire of Devils, the impaler uses a fighting style that emulates that of the barbed devil. Bristling with spikes, an impaler is a master of close combat, skewering foes against his armor and only relinquishing his grasp once there is nothing left but bloody meat.
Spike Expert (Ex): At 5th level, an impaler gains a +1 bonus on attack and damage rolls with spiked armor and spiked gauntlets. This bonus also applies to CMB and CMD for grappling. This bonus increases by +1 per four levels after 5th. This ability replaces weapon training 1.
Vicious Spines (Ex): At 9th level, when a creature ends its turn grappling with the impaler, that creature takes damage as though struck by the impaler’s armor spikes. This ability replaces weapon training 2.
Retaliatory Strike (Ex): At 13th level, when an impaler is hit by a melee weapon without reach, an unarmed strike, or a natural attack, he can make an attack with his spiked armor against his attacker as an immediate action. This ability replaces weapon training 3.
Grasping Barbs (Ex): At 17th level, whenever an impaler wearing spiked armor is hit by an unarmed strike or a natural attack, the attacker must make a Reflex save or automatically become grappled by the impaler. The DC of this save is equal to 10 + 1/2 the impaler’s level + the impaler’s Strength modifier. This ability replaces weapon training 4.
Meat Shield (Ex): At 19th level, an impaler gains DR 5/- whenever he is in a grapple. The damage prevented is instead dealt to another creature, of the impaler’s choice, that is engaged in a grapple with the impaler. This ability replaces armor mastery.
Impale (Ex): At 20th level, when an impaler has a creature pinned, he can choose to impale that creature with a successful grapple check. An impaled creature takes damage from the impaler's armor spikes and must make a Fortitude save or die. The DC of this save is equal to 10 + 1/2 the impaler's level + the impaler's Strength modifier. Once a creature has been a target of an impale attempt, regardless of whether or not the save is made, that creature is immune to that impaler's impale for 24 hours. Creatures that are immune to critical hits are also immune to this ability. This ability replaces weapon mastery.
Spoiler (Anzeigen)Varisian Carver (Fighter)
Varisian carvers have taken the common knife fight and elevated it to a deadly art form. Originating in Riddleport’s back alleys, the fighting style has spread throughout Varisia. Today, Korvosa, Magnimar, and Riddleport have schools and coteries that teach this brutal technique, though many of these groups are little more than organized gangs of well-trained hooligans. Most Varisian carvers are boastful scoundrels, who shamelessly employ trickery and misdirection to overcome their foes. A Varisian carver’s fighting school benefits only apply when she wears light armor and wields a single dagger.
Class Skills: Acrobatics, Bluff, Climb, Craft, Intimidate, Knowledge (local), Profession, Sense Motive, Sleight of Hand. These replace the standard fighter class skills.
Skill Ranks Per Level: 4 + Int modifier.
Weapon and Armor Proficiency: Varisian carvers are proficient with light armor and simple weapons. They are not proficient with shields.
Slashing Knife (Ex): At 2nd level, a Varisian carver can add her Dexterity modifier (instead of Strength) to attack rolls with a dagger. She can also deal piercing or slashing damage. This ability replaces bravery.
Dagger Virtuoso (Ex): At 3rd level, a Varisian carver gains a +1 bonus to attack and damage rolls with a dagger. This bonus improves by +1 for every 4 levels beyond 3rd. This ability replaces armor training 1, 2, 3, and 4.
Perforate and Sever (Ex): At 5th level, when a Varisian carver hits an opponent with a dagger, the opponent takes bleed damage equal to the Varisian carver’s Dexterity modifier (minimum of 1) each turn on his turn, in addition to the damage dealt by the hit. The bleed damage increases by +2 for every 4 levels beyond 5th. This ability replaces weapon training 1 and 2.
Dastardly Feint (Ex): At 13th level, a Varisian carver gains the Greater Feint feat even if she does not meet the prerequisites. When she hits an opponent suffering the effects of her feint with her dagger, the opponent becomes stunned for 1 round. This ability replaces weapon training 3.
Knavish Strike (Ex): At 17th level, a Varisian carver gains the Greater Dirty Trick feat even if she does not meet the prerequisites. When she hits an opponent suffering the effects of her dirty trick with her dagger, the opponent suffers a critical threat. This ability replaces weapon training 4.
Crippling Thrust (Ex): At 19th level, when a Varisian carver confirms a critical hit with her dagger, the target must make a Fortitude save or gain the disabled condition. The DC of the save is 5 + ½ the Varisian carver’s level + the Varisian carver’s Dexterity modifier. This ability replaces armor mastery.
Weapon Mastery (Ex): A Varisian carver must choose a dagger.
Spoiler (Anzeigen)Drayden D’Arteros CR 6
Male human cavalier(hound master) 3/fighter(knife fighter) 4
NE Medium humanoid (human)
Init +5; Senses Perception +3
===== Defense =====
AC 20, touch 13, flat-footed 17; (+5 armor, +3 Dex, +2 shield)
hp 57 (7d10+18);
Fort +8, Ref +5, Will +2
Defensive Abilities parrying defence
===== Offense =====
Spd 30 ft.
Melee +1 dagger +12/+7 (1d4+8/19-20), and mwk dagger +12/+7 (1d4+5/19-20)
Ranged mwk dagger+13 (1d4+7/19-20)
Special Attacks challenge 1/day, pack tactics, tactician 1/day
===== Tactics =====
During Combat Drayden likes to start combat by using Dazzling Display to demoralize his foes. He then attempts to move in to flank with his hound Koba, maximizing the benefits of his pack tactics. He also mixes dirty tricks in to his attack routines, especially when facing multiple foes.
Morale Drayden will generally attempt to flee when outnumbered or reduced to 28 hit points or less, however, he will fly in to a rage if Koba is killed and will try to kill Koba’s slayer even if it costs him his life.
===== Statistics =====
Str 18, Dex 17, Con 14, Int 14, Wis 10, Cha 14
Base Atk +7; CMB +11; CMD 24
Feats Boon Companion, Combat Expertise(B), Dazzling Display(B), Improved Dirty Trick, Improved Two-Weapon Fighting, Precise Strike(B), Two-Weapon Fighting(B), Weapon Focus (Dagger), Weapon Specialization (Dagger)(B)
Skills Bluff +12, Diplomacy +12, Disguise +2(+12 with the hat of disguise), Handle Animal +12, Intimidate +12, Perception +3, Profession (merchant) +10, Sense Motive +8, Sleight of Hand +6 (+8 to conceal weapons)
Languages Common, Aquan, Goblin;
SQ braggart, knife expert, never caught unarmed, order(cockatrice), quicker than the eye, war hound
Combat Gear +1 chain shirt, +1 dagger, masterwork dagger (2), hat of disguise
===== Special Abilities =====
Knife Expert(Ex) Drayden gains a +1 bonus on all attack and damage rolls, and to CMB and CMD on disarm and sunder checks with daggers.
Never Caught Unarmed(Ex) Drayden gains a +2 bonus to all Sleight of Hand checks to conceal a weapon.
Pack Tactics(Ex) When Drayden and Koba are flanking the same creature, the Drayden’s flanking bonus on attack rolls increases to +4.
Parrying Defense(Ex) Drayden gains a +2 shield bonus to his AC when he is using a dagger in his off-hand, or has his off-hand free.
Quicker Than the Eye(Ex) Drayden gains a +2 bonus to initiative checks.
War Hound(Ex) Drayden is accompanied at virtually all times by his loyal war hound Koba. Koba is treated as a 7th level druid’s wolf animal companion.
Knife Fighter (Fighter)
From gang members in the streets of Riddleport to discreet nobles in the courts of Cheliax, some fighters prefer the speed, subtlety and grace of the dagger over more cumbersome weapons.
Knife Expert (Ex): At 1st level, a knife fighter gains a +1 bonus on attack and damage rolls with daggers. In addition, a knife fighter gains a +1 bonus to CMB and CMD on disarm and sunder checks with daggers. These bonuses increase by +1 per four levels after 1st. This ability replaces weapon training 1.
Never Caught Unarmed (Ex): At 1st level, a knife fighter gains a bonus to Sleight of Hand checks to conceal a weapon on your body equal to 1/2 your fighter level (minimum +1). This ability replaces the bonus feat at first level.
Quicker Than the Eye (Ex): At 2nd level, a knife fighter gains a bonus equal to 1/2 his fighter level to all initiative checks. This ability replaces bravery.
Parrying Defense (Ex): At 3rd level, a knife fighter gains a +1 shield bonus to his AC when he is using a dagger in his off-hand, or has his off-hand free. This bonus increases by +1 for every four fighter levels the knife fighter possesses. This ability replaces armor training 1, 2, 3 and 4.
Cut and Run (Ex): At 6th level, as a full-round action that does not provoke an attack of opportunity, a knife fighter can make a combat maneuver check to hamper an opponent by targeting tendons in vulnerable locations, such as the wrist or hamstring. If it succeeds, the target is staggered for one round and the knife fighter can then make a normal move without provoking an attack of opportunity from the target. This ability replaces the bonus feat at 6th level.
Discreet Throw (Ex): At 9th level, a knife fighter can make ranged attacks with daggers without provoking an attack of opportunity. This ability replaces weapon training 2.
Barrage of Blades (Ex): At 13th level, when a knife fighter makes a full attack with daggers, he may make one extra attack at his full attack bonus. All attacks that round suffer a -2 penalty to hit. This applies to both melee and ranged attacks. This does not reduce the action required to draw a weapon. This ability replaces weapon training 3.
Master of the Blurred Hands (Ex): At 17th level, attacks made with barrage of blades no longer suffer the -2 penalty. This ability replaces weapon training 4.
Weapon Mastery (Ex): A knife fighter must choose the dagger.
Spoiler (Anzeigen)Karuuk Soulrender CR 9
Male vampire orc aristocrat 1/ barbarian (brutal pugilist, APG 78) 7
CE Medium undead (augmented humanoid)
Init +7; Senses darkvision 60ft., low-light vision; Perception +12
===== Defense =====
AC 22, touch 14, flat-footed 18; (+1 armor, +1 dodge, +3 Dex, +7 natural,)
hp 85 (7d12+1d8+36); fast healing 5
Fort +8, Ref +7, Will +4
Defensive Abilities channel resistance +4; DR 10/magic and silver; Immune undead traits; Resist cold 10, electricity 10
Weaknesses vampire weaknesses
===== Offense =====
Spd 40 ft.
Melee slam +14 (1d4+7 plus energy drain)
Special Attacks blood drain, children of the night, create spawn, dominate (DC 16), energy drain (2 levels, DC 16), improved savage grapple, pit fighter, rage (19 rounds/day), rage powers (animal fury, scent, strength surge), savage grapple
===== Tactics =====
During Combat Karuuk begins by dominating a heavily armored opponent and ordering them to kill their party's spell caster. He then rages, grapples the cleric or rogue, quickly establishes a pin, drains blood until dead, he then grapples new opponent.
Morale When below 20 hp, or if in melee with four or more foes he will attempt to escape using gaseous form. He then waits to heal, consumes potion of Fox's Cunning and returns to combat.
===== Statistics =====
Str 25, Dex 16, Con --, Int 13, Wis 10, Cha 16
Base Atk +7; CMB +14 (+20 grapple); CMD +27 (31 vs. grapple)
Feats Alertness(B), Combat Reflexes(B), Dodge(B), Greater Grapple, Improved Initiative(B), Improved Grapple, Improved Unarmed Strike, Lightning Reflexes(B), Power Attack, Toughness(B)
Skills Acrobatics +13, Intimidate +13, Knowledge: History +8, Perception +12, Spellcraft +2, Stealth +12, Survival +10
Languages Common, Orc
SQ change shape (dire bat of wolf beast shape II), gaseous form, shadowless, spider climb
Combat Gear amulet of natural armor +1, bracers of armor +1; Other Gear 4 potions of Fox's Cunning, 3,600 gp in assorted trophies and tomes of lore concerning Gallowspire.
Spoiler (Anzeigen)Nyrazha, Soul Slayer CR 8
Female dhampir monk (hungry ghost monk, APG 110) 9
LE Medium humanoid (dhampir)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +4
===== Defense =====
AC 26, touch 20, flat-footed 22; (+4 armor, +1 deflection, +1 dodge, +4 Dex, +2 monk, +2 natural, +2 Wis)
hp 62 (9d8+18)
Fort +6, Ref +10, Will +8 (+2 vs. disease, enchantment, and mind-affecting effects)
Defensive Abilities improved evasion, negative energy affinity, resist level drain
Weakness light sensitivity
===== Offense =====
Spd 60 ft.
Melee unarmed +8/+3 (1d10+2 plus 1d6 sonic), unarmed flurry of blows +9/+9/+4/+4 (1d10+2 plus 1d6 sonic)
Special Attacks flurry of blows, steal ki, life funnel, punishing kick (9/day, DC 16, prone)
Spell-Like Abilities (CL 9th)
3/day--detect undead
===== Tactics =====
Before Combat Nyrazha drinks a potion of mage armor and a potion of barkskin.
During Combat Nyrazha’s minions attack anyone with a visible holy symbol. She uses flurry of blows, Punishing Kick, and Vital Strike in melee. She uses life funnel and steal ki as often as possible. She uses Mobility, Catch Off-Guard, and Throw Anything when necessary. She uses the robe of bones to reinforce her undead.
Morale Nyrazha retreats if her hit points fall below half the total and she has no potions of inflict light wounds. She also retreats if more than half her undead minions are turned or destroyed.
Base Statistics AC 19, touch 19, flat-footed 15; (+1 deflection, +4 Dex, +2 monk, +2 Wis)
===== Statistics =====
Str 14, Dex 18, Con 10, Int 10, Wis 14, Cha 10
Base Atk +6/+1; CMB +13; CMD 28
Feats Agile Maneuvers, Catch Off-Guard(B), Dodge, Extra Ki, Improved Unarmed Strike(B), Mobility(B), Punishing Kick(B), Throw Anything(B), Toughness, Vital Strike
Skills Acrobatics +16 (+25 Jump only), Bluff +2, Climb +14, Escape Artist +16, Perception +4, Stealth +16; Racial Modifiers +2 Bluff, +2 Perception
Languages Common
SQ fast movement, high jump, ki pool (8 points, magic), maneuver training, slow fall 40 ft, undead resistance
Combat Gear 5 potions of inflict light wounds, 3 potions of mage armor, potion of barkskin; Other Gear Amulet of Mighty Fists (thundering), ring of protection +1, robe of bones
===== Special Abilities =====
AC Bonus (Ex)
Evasion (Ex)
Fast Movement (Ex)
Flurry of Blows (Ex)
High Jump (Ex)
Improved Evasion (Ex)
Ki Pool (Su)
Life Funnel (Su)
Maneuver Training (Ex)
Resist Level Drain (Ex)
Slow Fall (Ex)
Steal Ki (Ex)
Still Mind (Ex)
Spoiler (Anzeigen)Sarkun CR 9
Male shoanti (Skoan-Quah) druid (cave druid) 10
NE Medium Humanoid (human)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +16
===== Defense =====
AC 23, touch 12, flat-footed 19; (+5 armor, +2 Dex,+4 natural,+2 shield)
hp 65 (10d8+20);
Fort +10, Ref +6, Will +11
Defensive Abilities resist subterranean corruption; DR 10/adamantine; Immune poison
===== Offense =====
Spd 30 ft.
Melee +1 klar +10/+5 (1d6+3)
Ranged mwk shoanti bolas +10/+5 (1d4+2)
Special Attacks wild shape 3/day
Domain Spell-Like Abilities (CL 10th; concentration +13)
6/day—touch of darkness (5 rounds)
Druid Spells Prepared (CL 10th, concentration +13)
5th—stoneskin, summon monster V(D), transmute rock to mud
4th—freedom of movement, rusting grasp, shadow conjuration(D) (DC 17), spike stones (DC 17)
3rd—deeper darkness(D), meld into stone, poison (2, DC 16), quench (DC 16)
2nd—barkskin, blindness/deafness(D) (blindness only, DC 15), chill metal (DC 15), soften earth and stone, spider climb, summon swarm
1st—magic stone (3), pass without trace (2), obscuring mist(D)
0—detect magic, flare (DC 13), guidance, light
D Domain spell; Domains Darkness
===== Tactics =====
Before Combat Sarkun casts stoneskin, barkskin, and drinks his potion of darkvision before combat.
During Combat Sarkun will manipulate the battlefield to his advantage by hampering vision with quench and deeper darkness, and movement by using soften earth and stone, spike stones, and transmute rock to mud. He utilizes his mobility spells, like freedom of movement, as needed.
Morale If Sarkun’s stoneskin ends or he is reduced below 20 hp, he will flee using obscuring mist to cover his retreat before using meld into stone to heal and regroup.
Base Statistics Without barkskin, darkvision, or stoneskin, Sarkun’s stats are: Senses low-light vision; AC 19, flat-footed 15; DR n/a
===== Statistics =====
Str 14, Dex 14, Con 14, Int 10, Wis 16, Cha 8
Base Atk +7; CMB +9; CMD 21
Feats Aspect of the Beast (nightsenses), Blind-Fight(B), Exotic Weapon Proficiency (shoanti bolas), Improved Shield Bash, Martial Weapon Proficiency (klar)(B), Natural Spell, Stealthy
Skills Climb +13, Escape Artist +2, Knowledge (dungeoneering) +15, Knowledge (nature) +13, Perception +16, Stealth +12, Survival +18
Languages Common, Shoanti, Druidic
SQ cavesense, eyes of darkness (5 rounds), lightfoot, nature bond (Darkness domain), tunnelrunner, wild empathy +8
Combat Gear 2 potions of cure moderate wounds, potion of darkvision; Other Gear +1 hide armor, +1/+1 klar, 3 masterwork shoanti bolas, cloak of resistance +1, holly and mistletoe, 28 gp
Spoiler (Anzeigen)Treasure Legends
Crystal Dodo
Considered a lucky treasure, this crudely carved statue gains value each time it is stolen or sold. Some captains claim that as long as this prize was on their vessels, the ships were never successfully boarded, but seeing how its current owner stole the thing from a rival captain’s quarters, that can’t be true.
The Howling Urn
Grinning Jalad, a strange vanara pirate known for his jokes as much as for his courage, sailed into the Shackles with a hold full of plunder, eager to trade it all for a lost relic called the Howling Urn. He was tightlipped about why the urn was so valuable to him, but immediately sailed off to Raugsmauda’s Reach following a lead, and none have seen him since.
Voidsticks
Corrupted devices of a divine nature, these sticks are fashioned by shamans of the kuru people living in the dreaded Cannibal Isles, who infuse them with negative energy. Those pierced by such creations become shambling horrors, wandering their islands or spreading destruction to neighboring isles. Landlubbing necromancers often venture to the isles for samples of these wicked spikes.
Crowley’s Crab
Millicent Crowley made a fortune as a pearl diver, pulling up some of the finest pearls found in this part of the world. She saved her wealth and commissioned the creation of a device that would allow her to harvest even more, plucking entire beds from the seafloor. Word is, jealous competitors plotted sabotage; the wrecked device still sits on the seafloor.
Lasting Breath
Maekros Promi built this exquisite diving bell to aid him in his dangerous but profitable salvage operation throughout the Shackles, and everything was fine until the day he picked the wrong wreck and a sea hag cursed the device, saying she would only lift it if he returned her magical stone. Tales claim that spending too much time within the bell turns you into a fish forever, and since Maekros and his diving bell haven’t surfaced in over two months, that tavern story may be true.
The Buzzard’s Bounty
They say not even the privateers of Rahadoum could keep the wily Captain Rorenet from hiding his plunder—no mean feat after those privateers sank the Blue Buzzard near Tempest Cay. Divers never found the Buzzard’s booty, but legends tell that the giant clams of the Cay sometimes open to reveal more than just pearls.
Fisher man’s Folly
Taproom tales never seem quite sure, but Chiminnie Ebbs either loved a mermaid or hated mer men so much that he saved for 20 years to have a wizard craft him a suit of armor that would allow him to walk beneath the waves. Ebbs walked into the waters of Drenchport one day and never came back. No one’s ever cared enough to miss Ebbs, but if it worked, that ar mor sure would be something special.
Shipwreck in a Bottle
Poxy “Peg” Pearls always had a vicious sense of humor, and most who met her called her a witch, a bitch, or worse. Aside from bringing cabin boys to tears, she had a talent for crafting not just ships in bottles, but shipwrecks. Eventually, she was run out of Ollo after someone examining her work claimed to see gold spilling from one of her wrecks, along with a miniature crew desperately signaling for help.
The Lost Messenger
Although he started as a Taldan jeweler, Liat Murks eventually made a name for himself among the crew of the Deprived, who claimed the scrawny man could fix anything. By night he endlessly tinkered, eventually creating a shiny silver toucan of springs and cogs. One morning he loaded the metal bird with a rescue plea and set it loose. But so convincing was the device—even to itself—that it flew into the jungles near Mgange Cove and was never seen again.
Fellhope Fish Skull
Some call it morbid art, some say it’s a dormant locathah demilich, and some think it’s just ugly as sin. Regardless, the tales surrounding the Fellhope Fish Skull say that the merfolk who traded it for a box of candles couldn’t swim away fast enough. While worth a fortune, all who have possessed this grim objet d’art have met a foul, fish-gnawed fate.
The Oasis of Calm Winds
No one ever found out what Captain Dastpar “Yellow Eyes” Tintarge did, but he counted the days until he could return to his homeland of Rahadoum. When he abandoned the crew of the Desert Sky late one night, he left his first mate his well-used hourglass, a delicate treasure that always shows arid vistas amid its sands and seems to predict both fair and ill winds within its tiny desert landscapes.
Ol’ Captain Mutiny
Soon after Jol Blassey, first mate of the Ravage Dawn, was caught rousing a mutiny, the captain mounted her flayed corpse upon the bowsprit, creating a new figurehead the officers laughingly called Ol’ Captain Mutiny. Over the next year, though, nearly ever y officer was mysteriously slain near the ship’s bow, until finally the crew cast the supposedly cursed masthead overboard near Slipcove.
Snare of the Island Eater
The kuru tribes of the Cannibal Isles tell of Gargolavo, the Shark That Ate Islands. In their tales, after the shark swallowed an entire tribe, a priest of the seas managed to capture the monster in a shark egg, from which it could not escape so long as it never returned to the water. A year ago, after a raid on Ganagsau, a ship returned to Ollo with a watertight chest bearing a shark egg… a shark egg none dare get wet.
Teroro and Ina
Captain Malago first found this carved cup near one of the outer isles of the Shackles, and he’s been looking for its mate ever since. These paired cups represent two figures from ancient kuru tales; one who gave life, and another who took it away. As such, one of these cups provides constant nourishment, while the other leaves the drinker endlessly thirsty. Poor Captain Malago possesses the latter.
Skeletal Cutlass
Gregsly One-Arm found this strange cutlass in a tidepool on a remote island. As the tale goes, the blade belonged to a pirate captain who, when pressed to surrender, said his attacker would have to pr y it from his dead fingers. The curse worked, and his entire forearm had to be removed to take the weapon. Gregsly is now looking for a way to fuse the old cutlass with his stump.
Liecaller
Ever fearful of leaked secrets, Captain Marissa Gabrelle commissioned this amulet to ensure no one would ever be able to use magic to speak with her cor pse upon her death. The sea witch who made it claimed that after wearing the device for a year, Marissa would be protected from such divinations. Further more, Captain Gabrelle learned that she could use the liecaller to point to any lies or secrets nearby, making it an invaluable tool in keeping her crew honorable.
Mister Ripples
Mascot of the Briney Blade, this grotesque mummified trophy steers the ship away from storms and barely submerged rocks. Some of the crew says it talks to the captain; others claim it sings during the night. No one knows where Captain Crenshaw got the blasted thing. Some think it’s a long-dead ningyo, while others claim it’s a shaved selkie. Either way, the important thing is that Mister Ripples keeps the ship and crew safe.
Captain Bellbrey’s Mustache
A ruthless and underhanded pirate, Captain Bellbrey led a ship of press-ganged sailors in a campaign of terror, until one day the crew rose up in mutiny against their oppressor. To shame the rotten captain even more, they flayed off his mustache and framed it in the captain’s quarters of their newly won ship. But Bellbrey still lives, and he wants it back.
The Vigil Condemned
Always more a thief than a true pirate, a man known as the Urchin built this candle to aid his burglary. Crafted from the rendered fat of a hanged criminal, the mummified hand that committed the crime, and a braided lock of his hair for a wick, this candle sheds light only the Urchin can see. The Urchin always uses this grim candle in his heists, as it conceals his movements as his victims soundly sleep.
The Writhing Effigy
Last stolen from a supposed shrine to Gozreh, this statuette possesses a much darker past. In truth, this effigy is intended to show reverence to Dagon, the Shadow in the Sea, and was created by his skum followers. Known by other names in other lands, this horrid figure carved from rough, green coral bestows the ability to breathe water to those who carr y it, but is also said to sow seeds of insanity in even the most stalwart of minds.
Oracular Spyglass
Rumored to be crafted from the preserved eye of an ancient cyclops, this spyglass has the ability not only to see greater distances, but also to see what was and what will be. This treasure has changed hands dozens of times in the last few centuries, and reports since the beginning of the Age of Lost Omens suggest that the powers of this strange device seem to be waning. Still, it is said if a person peers through the lens into a mirror, she can see her own birth and death.