About GM KoKyu "The spirit of a sword is influenced by the sword smith and the owners of a sword"
Shizuru:
Shizuru, Empress of Heaven, is a prominent deity throughout the vast lands of Tian Xia and among Tien immigrants to other parts of Golarion. Her portfolio includes ancestors, honor, swordplay, and the sun. She also teaches the value of devoted love even beyond death and across great distances, as she has with the moon god Tsukiyo, her lover and the Prince of the Moon. Her worship is rare in the Inner Sea region, but many who venerate her there are paladins. Ancestor’s Blade (Shizuru): You were trained by your family with a weapon passed down from a venerable ancestor. You begin play with an heirloom masterwork weapon worth up to 400 gp. You gain a +1 trait bonus on attack rolls with weapons of this type (not just your initial heirloom weapon when you smite evil. Pristine Reputation (Shizuru): You come from an especially esteemed family, religious order, school, or other group that worships Shizuru, and draw upon that tradition to maintain your identity. The first time each day that you fail a saving throw against a charm or compulsion effect, you can reroll that saving throw. If you do so, you gain a +2 trait bonus on this roll and use this result as the actual result for that saving throw. Shizuru’s Paladin Code The paladins of Shizuru are warriors who serve just lords, peacekeepers who oppose banditry, and those who advocate for honored ancestors. When great heroes fall, these dedicated paladins sometimes ritually preserve the bodies for later revivification. Their tenets include the following affirmations. • My blade will be as steady as the sun and my training will be as consistent; I shall respect what I have mastered and seek to impart this training to others. • I will honor my ancestors, who have come before me and provided for my life. • The bonds of love extend across any distance, but I will not add to the burden by separating lovers. • My personal honor ref lects on my family and my liege; I will conscientiously maintain my reputation for the sake of theirs, even on the battlefield. • As I respect the Empress of Heaven, so will I respect my sworn liege. Ring of the Clean Hands:
Aura strong transmutation; CL 9th
Steal Book Spell:
Steal Book School divination; Level bard 3, inquisitor 3, sorcerer/wizard 3, witch 3 Casting Time 1 standard action Components V, S Range touch Target one book touched Duration permanent Saving Throw Fortitude negates (object); Spell Resistance yes (object) Often used by bards, spies, and arcane scholars to steal important texts without alerting their owners, steal book allows you to copy the contents of one book, folio, scroll, or other text to a blank one of sufficient size. In doing so, the original pages are wiped blank, though any covers or binding remain unchanged. Differences in size between the original and the blank folio don’t matter, though the blank folio that the information is being transferred to must have an equal or greater amount of space (in number of pages or inches of scroll) or else any text that overflows the document is lost forever. This spell cannot transfer magical writing (such as a wizard’s spellbook or a magical scroll). At GM’s discretion, the spell can restore lost information, such as a page obscured by spill wine, text erased by magic or mundane means, or even pages lost to fire or other damage. When cast from a scroll, the beginning of the stolen text appears on the steal book scroll until you select a target book for the text to appear. The stolen text glitters and sparkles while it remains on the scroll. Stat Block:
GM KoKyu Quasit freebooter 17 (Freeport: City of Adventure 364, Pathfinder RPG Bestiary 66) CN Tiny outsider (chaotic, demon, evil, extraplanar) Init +9; Senses darkvision 60 ft.; Perception +20 -------------------- Defense -------------------- AC 32, touch 17, flat-footed 27 (+13 armor, +5 Dex, +2 natural, +2 size) Vig 186 (20d10) Wnd 22 (Threshold 11); fast healing 2 Fort +11, Ref +18, Will +9 Defensive Abilities improved uncanny dodge; DR 5/good or cold iron, 5/magic; Immune electricity, poison; Resist acid 10, cold 10, fire 10 -------------------- Offense -------------------- Speed 20 ft., fly 50 ft. (perfect) Melee +1 adroit impervious keen shocking burst speed unholy horacalcum bastard sword +31/+31/+26/+21/+16 (1d6+1/17-20 plus 1d6 electricity and 2d6 vs. good) or bite +27 (1d4), 2 claws +27 (1d3 plus poison) Ranged +1 endless ammunition flaming burst igniting seeking unholy elysian bronze heavy crossbow +28 (1d6+1/19-20 plus 1d6 fire and 2d6 vs. good and 1d6 fire) Space 2½ ft.; Reach 0 ft. Special Attacks dirty fighting +5d4 Spell-Like Abilities (CL 6th; concentration +11) At will—detect good, detect magic, invisibility (self only) 1/day—cause fear (30-ft. radius) (DC 16) 1/week—commune (6 questions) -------------------- Statistics -------------------- Str 10, Dex 21, Con 11, Int 13, Wis 13, Cha 21 Base Atk +20; CMB +23; CMD 33 Feats Ability Focus (poison), Agile Maneuvers, Combat Reflexes, Combat Stamina, Exotic Weapon Proficiency (bastard sword), Flyby Attack, Go Unnoticed[APG], Greater Weapon Focus (bastard sword), Hover, Improved Initiative, Improved Precise Shot, Point-Blank Shot, Precise Shot, Rapid Reload, Weapon Finesse, Weapon Focus (bastard sword) Skills Acrobatics +18 (+14 to jump), Bluff +23, Climb +9, Disable Device +21, Disguise +23, Escape Artist +20, Fly +30, Intimidate +11, Knowledge (planes) +7 (+7 vs. forbidden lore, +7 vs. non-forbidden lore), Perception +20, Sense Motive +12, Sleight of Hand +16, Stealth +24 Languages Abyssal, Common, Varisian; telepathy (by touch only) SQ agile maneuvers, change shape (2 of the following forms: bat, Small centipede, toad, or wolf; polymorph), combat reflexes, defensive style (flashy fighting), forbidden lore (0 lore; +0/+0), freebooter talents (freebooter's luck +8 [2/day], hide in plain sight, improved uncanny dodge, nimble footwork, scrambling evasion, uncanny balance, uncanny dodge), greater weapon focus, improved initiative, improved precise shot, insanity points (0; effective Wis 13/13), point-blank shot, precise shot, rapid reload, weapon finesse, weapon focus Other Gear +5 invulnerability elysian bronze armored kilt, +1 adroit impervious keen shocking burst speed unholy horacalcum bastard sword, +1 endless ammunition flaming burst igniting seeking unholy elysian bronze heavy crossbow, bracers of armor +8, scarab of death, masterwork thieves' tools -------------------- Special Abilities -------------------- Agile Maneuvers Use DEX instead of STR for CMB Agile Maneuvers [Combat Trick] For a Combat Maneuver, treat self as size category larger for each 2 Stamina spent (up to Dex bonus) Change Shape (2 of the following forms: bat, Small centipede, toad, or wolf; polymorph) (Su) You can change your form. Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed. Combat Reflexes [Combat Trick] 5 stamina points to make a second attack of opportunity at -5 for the same provoking action after missing. Damage Reduction (5/cold iron or good) You have Damage Reduction against all except Good or Cold Iron attacks. Damage Reduction (5/magic) You have Damage Reduction against all except Magic attacks. Darkvision (60 feet) You can see in the dark (black and white only). Dirty Fighting +5d4 Attacks deal extra damage if flanking a foe or they are flat-footed. Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks. Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks. Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks. Fast Healing 2 (Ex) Heal damage every round unless you are killed. Flashy Fighting +5 The freebooter adds her Charisma bonus as a dodge bonus to AC. She gains this bonus only when wearing light or no armor and while wielding a melee weapon (natural weapons do not count, but a freebooter with Improved Unarmed Strike is always considere Fly (50 feet, Perfect) You can fly! Flyby Attack You can take a standard action during your move action while flying. Forbidden Lore (0 lore; +0/+0) Knowing lore grants bonuses on lore related knowledge checks but penalties on others. Go Unnoticed During the first round of combat, flat-footed opponents are considered not to have noticed you yet for the purposes of Stealth skill checks, allowing you to make a Stealth check that round to hide from them. Greater Weapon Focus [Combat Trick] 2 stamina points to gain Greater Weapon Focus bonus on another weapon until next turn. Hide in Plain Sight (Ex) You can use Stealth even while observed, as long as there is a shadow within 10' Hover Can hover in place without Fly checks, and kick up dust cloud if within 20 ft of ground. Immunity to Electricity You are immune to electricity damage. Immunity to Poison You are immune to poison. Improved Initiative [Combat Trick] 10 stamina points to use 20 as the rolled result. Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment. Improved Precise Shot [Combat Trick] Bonus for Precise Shot combat trick increases to +4. Improved Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed and cannot be flanked. Improved Uncanny Dodge (Lv >= 21) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 21+. Insanity Points Insanity points lower Wisdom for skills and ability checks, but raise it for everything else. Nimble Footwork (Ex) Movement is not reduced or penalized when making an Acrobatics check to move through threatened squares. Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet. Point-Blank Shot [Combat Trick] Up to 6 stamina points to increase Point-Blank range by 5 ft per stamina spent. Poison (DC 20) (Ex) Claw—injury; save Fort DC 20; onset 1; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The save DC is Dexterity-based. Precise Shot You don't get -4 to hit when shooting or throwing into melee. Precise Shot [Combat Trick] 2 stamina points to assist an ally engaged with an enemy (+2 atk, +2 AC). Rapid Reload (Heavy crossbow) You can reload fast with one type of Crossbow or Firearm. Rapid Reload [Combat Trick] 5 stamina points to reduce reload time of a crossbow or firearm by one step. If already a free action, 2 stamina for +1 Scrambling Evasion (Ex) On successful Ref. save, move up 1/2 speed with sucessful Acrobatics check. Telepathy (Touch) (Su) Communicate telepathically if the target has a language. Uncanny Balance (Ex) Roll twice and take better result when making Acrobatics checks. Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed. Weapon Finesse [Combat Trick] 2 stamina points to negate shield's armor check penalty on attack rolls. Weapon Focus [Combat Trick] 2 stamina points to gain Weapon Focus bonus on another weapon for 1 rd. Hala:
Sent by Pazuzu to investigate Lamashtu's sudden interest in these adventurers, the Hala has sensed Rennyn's 'Haversack' and now covets the object to add to its collection... Skin the color of thunderheads and wings made for soaring through the most violent winds mark this lean, cyclopic being as a master of terrible storms. The sound of shrieking wind emanates from its mouth full of needle-sharp teeth. Hala CR 4
Stormwind Aura (Su): Halas surround themselves with a buffeting shroud of supernatural, windstorm-force winds. These winds shield a hala from any other wind effects and form a shell of breathable air around it, allowing the hala to breathe underwater. Ranged weapons and gases directed toward a hala are affected as the spell wind wall. Vengeful Wind (Su): Anytime a hala takes damage from a critical hit, a powerful blast of wind explodes forth in the direction of the attacker. This blast takes the form of a 60-foot-long gale, treated as a gust of wind spell, directed from the hala toward the opponent that scored the critical hit against it (if that creature is more than 60 feet away, the wind is aimed in its direction but doesn’t come close enough to affect it). This wind is also charged with electricity. Any creature in or that enters the area of effect must make a DC 14 Reflex save or take 3d6 points of electricity damage. The save DC is Constitution-based.
Sandpoint Devil:
Sandpoint Devil CR 8 XP 4,800 NE Large outsider (native) Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +20 DEFENSE AC 21, touch 12, flat-footed 18 (+3 Dex, +9 natural, –1 size) hp 114 (12d10+48) Fort +10, Ref +11, Will +7 Immune fire; SR 14 DR 5/cold iron OFFENSE Speed 40 ft., fly 60 ft. (poor) Melee 2 kicks +20 (1d8+8), bite +20 (2d6+8) Space 10 ft.; Reach 10 ft. Special Attacks bay, hellfire breath, trample (2d6+12, DC 24) Spell-Like Abilities (CL 10th) At will—fog cloud (DC 15), gust of wind (DC 15), pyrotechnics (DC 15), scare (DC 15) 3/day—dimension door (DC 17), phantasmal killer (DC 18) STATISTICS Str 26, Dex 16, Con 18, Int 8, Wis 16, Cha 16 Base Atk +12; CMB +21; CMD 34 (38 vs. trip) Feats Alertness, Dodge, Hover, Mobility, Spring Attack, Stealthy Skills Climb +18, Disguise +9, Intimidate +13, Knowledge (geography) +10, Perception +20, Stealth +16, Survival +14 SPECIAL ABILITIES Bay (Su) When the Sandpoint devil screams, all creatures within a 300-foot-radius spread must succeed on a DC 19 Will save or become panicked for 2d4 rounds. This is a sonic, mind-affecting, fear effect. Whether or not the save is successful, a creature is thereafter immune to the Sandpoint devil’s bay for 24 hours. The save DC is Charisma-based. Hellfire Breath (Su) The Sandpoint devil can unleash blasts of infernal flame in a 30-ft cone, once every 1d4 rounds (damage 6d6 fire, Reflex 20 half). Any creature that fails the save also takes a –4 penalty on attack rolls, saves, ability checks, and skill checks. This effect lasts for a number of days equal to the damage taken, but is otherwise treated and can be removed as per the spell bestow curse. The save DC is Constitution-based.
Sasquatch:
Paakis-Si
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