CanisDirus Contributor |
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What if, instead of embracing the glory-filled tales of Ostog the Unslain, the elder brother was overtaken by envy, jealousy, and rage?
Mirror Universe Hakon CR 4
XP 1200
Male Human Skald (Spell Warrior) 4
CE Medium humanoid (human)
Init +5; Senses Perception +5
----- Defense -----
AC 19, touch 14, flat-footed 16 (+5 armor, +1 deflection, +3 Dex)
hp 35 (4d8+12)
Fort +7, Ref +5, Will +4; +4 vs. bardic performance, language-dependent, and sonic
----- Offense -----
Speed 30 ft.
Melee mwk battleaxe +7 (1d8+4)
Ranged cold iron throwing axe +6 (1d6+3) or alchemical silver throwing axe +6 (1d6+2) or sling +6 (1d4+3)
Space 5 ft.; Reach 5 ft.
Special Attacks raging song (weapon song +1, song of marching) 11 rounds / day
Skald Spells Known (CL 4; concentration +6)
2nd (2/day)—glitterdust, mirror image
1st (4/day)—liberating command (UC), saving finale (APG), timely inspiration (APG), vanish (APG)
0 (at will)—detect magic, guidance, light, mage hand, message, read magic
----- Tactics -----
Raging Song Statistics When under the effects of his Weapon Song, Hakon's statistics are
Melee 2 claws +7 (1d6+4 each) or mwk battleaxe +8 (1d8+5)
Ranged cold iron throwing axe +7 (1d6+4) or alchemical silver throwing axe +7 (1d6+3) or sling +7 (1d4+4)
Abyssal Blood Statistics When under the effects of the Abyssal Blood Rage Power, Hakon's statistics are
Init +4; AC 17, touch 12, flat-footed 15; Ref +4
Space 10 ft.; Reach 10 ft.
Melee 2 claws +7 (1d8+5 each) or mwk battleaxe +8 (2d6+7)
Ranged cold iron throwing axe +6 (1d8+5) or alchemical silver throwing axe +6 (1d8+4) or sling +6 (1d6+5)
CMB +7; CMD 22
Before Combat Given time to prepare, Hakon will cast vanish prior to engaging in combat to better get the drop on his foe, or mirror image if the fight looks to be particularly pitched.
During Combat On the first round of combat Hakon will begin a Weapon Song (and in the case of a difficult battle, enlarge himself) before rushing to engage in melee with his axe or his Abyssal claws, making regular use of Arcane Strike to increase the ripping power of his attacks.
Morale Hakon is filled with jealousy and rage - for personal glory, he will fight to the death.
----- Statistics -----
Str 16, Dex 16, Con 14, Int 10, Wis 8, Cha 14
Base Atk +3; CMB +6; CMD 20
Feats Arcane Strike, Extra Rage Power (Abyssal Blood) (APG), Improved Counterspell, Lingering Performance (APG)
Skills Acrobatics +8, Bluff +9 (versatile performance), Climb +7, Diplomacy +6, Intimidate +6, Knowledge (Local) +6, Knowledge (Planes) +6, Linguistics +4, Perception +5, Perform (Sing) +9, Perform (Wind) +6, Sense Motive +9 (versatile performance), Spellcraft +5, Swim +6; Armor Check -1
Traits Erratic Malefactor (HVPG), Wicked Leader (CoC)
Languages Abyssal, Common (Taldane), Skald
SQ bardic knowledge, rage powers (Abyssal Blood, Lesser Abyssal Blood), uncanny dodge, versatile performance
Combat Gear alchemist's fire x2, acid, alkali flask (UE), tanglefoot bag
Other Gear +1 chain shirt, cloak of resistance +1, ring of protection +1, wand of cure light wounds (50 charges), scroll of comprehend languages, scroll of invigorate (APG), scroll of prestidigitation, ioun torch (APG), potion of cure light wounds, spell component pouch, mwk battleaxe, cold iron throwing axe, alchemical silver throwing axe, air crystals (PSFG), antitoxin, antiplague (UE), spring-loaded wrist sheath x2 (AA), dagger, sling with 10 cold iron bullets, flint & steel, scroll case, vermin repellent (UE), mwk backpack (UE), mwk horn, waterskin, trail rations x4, grappling hook, silk rope (50 ft.), whetstone; 4gp, 3sp
----- Special Abilities -----
Weapon Song (Su) Enhance Weapons (Su): At 1st level, the spell warrior can grant a +1 enhancement bonus to the weapons (including ammunition) of allies within 60 feet. At 5th level and every 5 levels thereafter, this enhancement bonus increases by 1. The maximum bonus gained is based upon the number of weapons affected: +5 to one weapon, +4 to two weapons, +3 to three weapons, or +2 to four or more weapons. Fifty pieces of ammunition count as one weapon for this purpose. The wielder of a weapon enhanced by this raging song counts as if he were under the effect of an inspired rage raging song for all purposes involving the skald's rage powers.
These bonuses can also be used to add any of the following weapon special abilities to the weapons enhanced by this ability: dancing, defending, distance, flaming, frost, ghost touch, keen, mighty cleaving, returning, shock, seeking, or speed. Adding these weapon special abilities consumes an amount of bonus equal to the special ability’s cost (see Table 15–9: Melee Weapon Special Abilities on page 469 of the Core Rulebook). These enhancement bonuses and special abilities overlap with any enhancements or special abilities the weapon already has, though duplicate special abilities do not stack. If an affected weapon is not magical, at least a +1 enhancement bonus must be added before any other special abilities can be.
The bonus and special abilities granted by this raging song are determined when the song begins, and cannot be changed until the raging song ends and another is begun. These bonuses apply to only one end of a double weapon. This ability replaces the inspired rage raging song.
Rage Powers (Ex) When activating his weapon song, Hakon may choose to give all allies who accept the song’s effects the benefits of the Abyssal Blood, Lesser as well as the Abyssal Blood Rage Powers.
Abyssal Blood, Lesser (Su) While under the effects of a weapon song, each recipient gains two claw attacks. These attacks are considered primary attacks and are made at their full base attack bonus. They deal 1d6 points of slashing damage for Medium creatures (1d4 if Small) plus her Strength modifier.
Abyssal Blood (Su) Once per day when accepting the effects of a weapon song, each recipient can choose to grow one size category larger than her base size (as enlarge person, even if the target isn’t a humanoid).
Song of Marching (Su) Hakon can perform for an hour (spending one of the raging song rounds he normally uses for weapon song) in order to allow all allies within 60 feet to hustle while it counts as a walk.
Uncanny Dodge (Ex) Hakon is not denied his Dex bonus before he acts in combat or against invisible opponents.
Arcane Strike As a swift action with this feat, Hakon can imbue his weapons with power. For 1 round, Hakon's weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels Hakon possesses, this bonus increases by +1, to a maximum of +5 at 20th level.
Erratic Malefactor Hakon's unpredictability and volatile temperament gives him an advantage over his foes. He gains a +2 trait bonus on initiative checks. In addition, he is willing to work with others, and has learned to use his allies’ strengths to reinforce his own skills and abilities. Once per day, as long as an ally is within 10 feet of Hakon, he can reroll a single attack roll or skill check before success or failure is known. He must take the results of the second roll, even if it is worse.
Wicked Leader Hakon gains a +1 trait bonus on Charisma checks against evil creatures. If he selects the Leadership or Vile Leadership feats at any point, he can recruit a cohort who is up to 1 level lower than him.
Cure Light Wounds Hakon’s wand heals 1d8+1 damage by touch.
Detect Magic Hakon can notice magic in a 60-foot cone. If he concentrates, he can find how many magic auras there are on the next round and then attempt to find out more on the round after that.
Glitterdust Creatures in a 10-foot radius take a –40 to Stealth and lose the benefit of invisibility and the like for 4 rounds. They are also blinded if they fail a DC 14 Will save, but at the end of each of their turns, they can attempt the Will save again to end the blindness.
Guidance Hakon can give a touched target a +1 competence bonus that the target can use on any attack roll, saving throw, or skill check in the next minute.
Liberating Command As an immediate action, Hakon can pick an ally within 35 feet. That ally can spend an immediate action to make an Escape Artist check with a +8 competence bonus to escape restraints, bindings, or grapples.
Light An object Hakon touches sheds light for 40 minutes. He can’t have more than one copy of this spell active at once.
Mage Hand After casting this spell, Hakon can move a nonmagical unattended object of 5 lbs. or less up to 15 feet as a move action. While moving it in this way, the object must remain within 35 feet of Hakon.
Message Hakon can whisper messages to the target for 40 minutes as long as they remain within 140 feet and aren’t obstructed, and the target can respond each time Hakon sends a whisper. Nearby creatures might be able to overhear the messages (DC 25 Perception).
Mirror Image This spell creates a number of illusory doubles of Hakon that inhabits his square. These doubles make it difficult for enemies to precisely locate and attack him. When mirror image is cast, 1d4 images plus one image per three caster levels (maximum eight images total) are created.
Read Magic Hakon can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible.
Saving Finale Hakon can spend an immediate action and end his current song to allow an ally who was affected by the song to reroll a failed saving throw.
Timely Inspiration Hakon can spend an immediate action to add a +1 competence bonus to a failed attack roll or skill check, which may allow it to succeed retroactively.
Vanish This spell functions like invisibility, except the effect only lasts for 1 round per caster level (maximum of 5 rounds). Like invisibility, the spell immediately ends if the subject attacks any creature.
mechaPoet RPG Superstar Season 9 Top 32 |
2 people marked this as a favorite. |
Presenting evil Shardra: urban informer for hire!
Mirror Universe Shardra Geltl CR 4
XP 1,200
Dwarf Shaman (Speaker for the Past) (ACG) 4
NE Medium Humanoid (Dwarf)
Init +4; Senses darkvision 60 ft.; Perception +12
----- Defense -----
AC 18, touch 11, flat-footed 18 (+7 armor, +1 deflection)
hp 29 (4d8+8)
Fort +3, Ref +1, Will +9; +2 vs. spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) schools
Defensive Abilities stubborn
----- Offense -----
Speed 20 ft.
Melee dagger +2 (1d4-1/19-20)
Ranged masterwork light crossbow +4 (1d8/19-20)
Special Attacks hex (accident), spirit ability (doors to everywhere 3/day)
Shaman Spells Prepared (CL 4th; concentration +9)
2nd—hold person (DC 18), fog cloud, summon swarmS
1st—charm person (DC 17)S, comprehend languages, detect chaos, heightened awareness (ACG), pass without trace, sleep (DC 17)
0 (at will)—daze, detect magic, mending, read magic
S spirit magic spell; Spirit slums (HotS)
----- Tactics -----
Before Combat Shardra casts heightened awareness (ACG) if she suspects trouble, and tries to use detect chaos surreptitiously to identify unpredictable marks and opponents. She uses charm person to gain allies and dissuade fights from starting in the first place.
During Combat Shardra casts hold person on the most dangerous looking opponent, and casts summon swarm or sleep to hold off groups of enemies. She uses her grim gloom mail (ISG) on particularly strong willed opponents to weaken their defenses. She tries to stay mobile and out of danger using doors to everywhere and her accident hex.
Morale If reduced to 14 hit points or less, or if she has no allies to help her, Shardra flees. She uses doors to everywhere, her accident hex, fog cloud, and daze to aid in her escape. In an emergency she uses her oil of invisibility or scroll of fly if she can’t seem to ditch her pursuit.
----- Statistics -----
Str 8, Dex 10, Con 14, Int 12, Wis 20, Cha 12
Base Atk +3; CMB +2; CMD 12
Feats Improved Initiative, Spell Focus (enchantment)
Skills Appraise +1 (+3 to determine the price of nonmagical goods that contain precious metals or gemstones), Diplomacy +8 (+9 to gather information), Disguise +9, Knowledge (Local) +9, Perception +12, Sense Motive +12 (+14 to get a hunch), Spellcraft +8; Racial Modifiers +2 Appraise to determine the price of nonmagical goods that contain precious metals or gemstones
Traits street wary (HotS), Thrune informant (Disguise)
Languages Common, Dwarven, Halfling, Infernal, Terran, Tengu
SQ defensive training, hatred, hex (accident, shapeshift), greed, mysteries of the past, orisons, revelations of the past (voice of the grave), spirit magic, stability, stonecunning, stubborn, weapon familiarity
Combat Gear acid, oil of invisibility, scroll of cure moderate wounds, scroll of fly, scroll of mindlink (OA); Other Gear backpack, dagger, elixir of love, grim gloom mail (ISG), masterwork light crossbow with 20 crossbow bolts, ring of protection +1, sleeves of many garmentsUE, spell component pouch, 64 gold in coins and gems
----- Special Abilities -----
Accident (Su) Shardra causes a target within 30 feet to stumble and fall. Shardra attempts a caster level check with a DC equal to the target’s CMD against trip attempts. On a successful check, the target falls prone and takes 1d6 points of damage. If the target is adjacent to a pit or similar drop-off, he must also succeed at a Reflex save (with a DC equal to the shaman’s caster level check) or fall into the pit. Observers must succeed at a Perception or Sense Motive check with a DC equal to Shardra’s caster level check to identify her as the source of the accident.
Defensive Training (Ex) Shardra gains a +4 dodge bonus to AC against giants, which also applies to CMD.
Doors to Everywhere (Ex) As a standard action, Shardra can step through any door and instantly exit through another distant doorway. Regardless of what spell this functions as, it can transport only her, and both her departure and arrival spaces must be adjacent to a door or similar opening. Initially, this functions as per jester’s jaunt (APG). She can use this ability three times per day.
Shapeshift (Su) Shardra can transform herself into another form for 4 minutes per day, as alter self. This duration does not need to be consecutive, but must be spent in 1-minute increments. Changing form (including changing back) is a standard action that doesn’t provoke an attack of opportunity.
Stonecutting (Ex) Shardra gains a +2 to Perception to notice unusual stonework (already included) and receives an automatic check to notice such features when she passes within 10 feet, even if she isn’t actively looking.
Stubborn (Ex) Shardra receive as +2 racial bonus on Will saves to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) schools. In addition, if she fails such a save, she receives another save 1 round later to prematurely end the effect (assuming it has a duration greater than 1 round). This second save is made at the same DC as the first.
Voice of the Grave (Su) Shardra can speak with the dead, as per the spell, for 4 rounds per day. These rounds do not need to be consecutive.
Sources:
Advanced Class Guide (ACG)
Advanced Player’s Guide (APG)
Heroes of the Streets (HotS)
Inner Sea Gods (ISG)
Occult Adventures (OA)
Liz Courts Community Manager |
So, I know you said "keep you companions the same" but what if an archetype changes the character's companion type?
Say, A Dragon-Shaman Lini can't have a her kitty animal companion, or a Venomous Hunter Adowyn must chose a vermin animal companion instead of her wolf. Are these archetypes banned for this contest?
"Keep animal companions the same unless a rules selection requires it to be overridden." :D
lurraeven |
While growing up with her hag captors, Feiya had a recurring nightmare of a raven pecking out the eyes of a red fox.
Mirror Universe Feiya CR 5
XP 1,600
Versatile human (Tian) (Advanced Race Guide) nightmare (Bestiary 4) witch (dark sister) 4 (People of the River)
CE Medium humanoid (human)
Init +6; Senses darkvision 120 ft.; Perception -1
Aura Fear (60 ft., DC 16), frightful presence (30ft., DC 16)
----- Defense -----
AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 26 (4d6+8); regeneration 5 (good spells and weapons, silver)
Fort +3, Ref +6, Will +4
Defensive Abilities illusion resistance, protection from good; DR 5/good or silver
----- Offense -----
Speed 30 ft., fly 10 ft. (perfect)
Melee kunai +2 (1d4)
Ranged kunai +4 (1d4)
Special Attacks night terrors (DC 16), hexes (slumber [DC 19, 4 rounds], discord [DC 17, 4 rounds])
Spell-Like Abilities (CL 4th; concentration +9)
Constant—protection from good
3/day—detect thoughts (DC 16), dream (DC 19), nightmare (DC 19), suggestion (DC 17)
1/day—shadow walk
Witch Spells Prepared (CL 4th; concentration +9)
2nd-mirror image, blindness/deafness (DC 17), mad hallucination (17) (Ultimate Magic)
1st—doom (3) (16), charm person (16), cause fear (16)
0 (at will)—detect magic, message, bleed (15), dancing lights
Patron Trickery
----- Tactics -----
Before Combat Feiya will prepare with mage armor and mirror image. If she has time and surprise on her side she will only engage by dream or nightmare. If she is pressed for time, she will try her discord hex and charm person in conjunction with her hat of disguise to sway enemies or pit them against each other. If she has time for it she might offer food or water containing oil of taggit.
During Combat Feiya relies on her fear aura and curdle thoughts with doom to weaken her foes enough to use her slumber hex safely, while keeping herself hovering above the battlefield. She always try to save one use of curdle thoughts to use together with cause fear as a last resort to anyone who resists her slumber hex twice. If she can't utilize her ability to fly, Feiya might use her potion of gaseous form to find a better location to fight or simply flee. She saves blindness/deafness for ranged attackers and mad hallucinations for anyone that resists both her fear aura and doom. Feiya will slit the throats of sleeping victims if there are or more threats about, even though she prefers to kill people in their sleep.
Morale If reduced to 10 hit points or fewer Feiya casts Shadow Walk and retreats to plot vengeance. She will return to past foes in their dreams, torturing them to a slow and agonizing death by nightmare. If she can't escape, Feiya will beg for her life in the hopes that her charm and magical gifts will save her eventually.
----- Statistics -----
Str 10, Dex 18, Con 13, Int 21, Wis 8, Cha 18
Base Atk +2; CMB +2; CMD 14
Feats Ability Focus (Slumber) (Bestiary I), Accursed Hex (Slumber) (Ultimate Magic),
Skills Appraise +5, Bluff +12 (+13 to sow suspicion, hatred, or other forms of animosity), Craft (alchemy) +13, Intimidate +15, Knowledge (arcana) +12, Knowledge (nature) +12, Knowledge (planes) +12, Spellcraft +12; Racial Modifiers +4 Intimidate, +4 Stealth
Traits Erratic Malefactor, Unpredictable (Ultimate Campaign)
Languages Common, Tien, Abyssal, Skald, Kelish, Varisian, Sylvan
SQ witch's familiar (raven), slumber (hex), discord (hex), curdle thoughts, feign death
Combat Gear potions of cure light wounds (2), potion of gaseous form, potion of lesser restoration, wand of mage armor (36 charges); Other Gear mwk kunais (2), cloak of resistance +1, hat of disguise, noble's outfit, backpack, bedroll, belt pouch, candles (10), chalk (10), flint and steel, ink, inkpen, iron pot, a mess kit, soap, spell component pouch, torches (10), trail rations (5 days), waterskin, alchemist's lab (portable), oil of taggit (4 doses), handful of crude nightmarish drawings depicting a raven pecking out the eyes of Feiya's captors, 72 gp, 15 sp
----- Special Abilities -----
Witch's Familiar(Ex) Feiya has a raven called Tar that speaks perfect Abyssal. Tar gives Feiya a +3 bonus on Appraise checks.
Slumber (Su) Feiya can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will DC 19 save to negate the effect. If the save fails, the creature falls asleep for 4 rounds.
Feiya can affect a creature of any HD with this hex. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
Discord (Su) Feiya can make an animal or humanoid within 30 feet distrust another creature within line of sight. The target's attitude toward the other creature decreases by one step. A successful Will DC 17 save negates this effect. The effect lasts for 4 rounds. Whether or not the save is successful, a creature cannot be the target of Feiya's discord hex again for 1 day.
This is a mind-affecting charm effect.
Curdle Thoughts (Su) Feiya can insert negative emotions into the mind of a single target. Feiya has a +2 bonus on Diplomacy and Bluff checks to sow suspicion, hatred, or other forms of animosity. 2 times per day she can increase the save DC of any spell with the fear descriptor she casts by 2.
Feign Death (Ex) Whenever Feiya is unconscious, she appears dead. When Feiya is conscious she can also make herself appear dead as an immediate action. Any creature that physically interacts with Feiya when she is feigning death must succeed at a Heal check or Will saving throw (DC 17) to recognize she is actually alive.
Night Terrors (Su) When Feiya enters a target's mind with her dream or nightmare spell-like ability, she can attempt to control the target's dream. If the target fails a Will saving throw, it remains asleep and trapped in the dream world with Feiya. Thereafter, Feiya controls all aspects of the dream. Each hour that passes, the target can attempt another saving throw to try to awaken (it automatically awakens after 8 hours or if Feiya releases it). The target takes 1d4 points of Charisma damage each hour it is trapped in the dream; if it takes any Charisma damage, it is fatigued and unable to regain arcane spells for the next 24 hours. The target dies if this Charisma damage equals or exceeds its actual Charisma score.
Illusion Resistance (Ex) Feiya automatically disbelieves illusions (no saving throw required) and has a +4 bonus on saving throws to resist illusion effects.
Shadowborn |
Mirror Universe Alahazra CR 4
XP 1,200
Human oracle 4
CE Medium humanoid (human)
Init +2; Senses darkvision 30 ft.; Perception +1
----- Defense -----
AC 14, touch 14, flat-footed 11 (+1 deflection, +2 Dex, +1 dodge)
hp 29 (4d8+8)
Fort +2, Ref +3, Will +5
Defensive Abilities cloak of darkness (4 hours/day, +4 armor, +2 Stealth)
Weaknesses oracle's curse (clouded vision)
----- Offense -----
Speed 30 ft.
Melee mwk quarterstaff +4 (1d6) or touch of the void +3 touch (1d6+2 cold)
Ranged +1 light crossbow +6 (1d8+1/19-20)
Special Attacks brain drain 2/day (4d4 damage, 100 ft., Will DC 16), touch of the void 7/day
Oracle Spells Known (CL 4th; concentration +8)
2nd (4/day)—dust of twilight, oracle's burden (DC 16)
1st (7/day)—cause fear (DC 15), cure light wounds, doom (DC 15), entropic shield
0 (at will)—bleed (DC 14), detect magic, detect poison, read magic, resistance, spark
Mystery Dark Tapestry
----- Tactics -----
Before Combat When expecting battle, Alahazra enacts her cloak of darkness and casts entropic shield.
During Combat Alahazra prefers to stay out of melee combat. She uses oracle's burden to hinder enemy archers or spellcasters and cause fear and brain drain to deal with any melee opponents. If forced into hand-to-hand, she uses her touch of the void ability before relying on her staff.
Modified Stats With her preparatory spells and abilities in place, Alahazra has the following stats: AC 18, touch 14, flat-footed 15; Defensive Abilities 20% miss chance vs. ranged attacks; Skills Stealth +7
----- Statistics -----
Str 10, Dex 14, Con 13, Int 12, Wis 13, Cha 18
Base Atk +3; CMB +3; CMD 15
Feats Abundant Revelations (brain drain), Dodge, Extra Revelation
Skills Diplomacy +10, Intimidate +10, Knowledge (history) +10, Knowledge (planes) +10, Sense Motive +10, Spellcraft +10, Stealth +5
Languages Aklo, Common, Osiriani
SQ revelation (brain drain, cloak of darkness, touch of the void)
Combat Gear liquid ice (2), potion of gaseous form, scroll of darkness, scroll of protection from energy, wand of ray of sickening (10 charges); Other Gear masterwork quarterstaff, +1 light crossbow and 20 bolts, ring of protection +1, backpack, ivory and obsidian necklace worth 75 gp, scroll of eagle's splendor, silver holy symbol, spell component pouch, 56 gp
----- Special Abilities -----
Brain Drain (Su) Alahazra can take a standard action to violently probe the mind of a single intelligent enemy within 100 feet. The target receives a Will save to negate the effect and immediately knows the source of this harmful mental prying. Those who fail this save are wracked with pain, taking 4d4 points of damage. After successfully attacking with this ability, Alahazra may use a full-round action to sort through the jumble of stolen thoughts and memories to make a single Knowledge check using the victim's skill bonus. The randomly stolen thoughts remain in her mind for 4 rounds. Treat the knowledge gained as if she had cast detect thoughts. This is a mind-affecting effect.
Cloak of Shadows (Su) Alahazra conjures a cloak of shadowy darkness that grants her a +4 armor bonus and a +2 circumstance bonus on Stealth checks. She can use this cloak for 4 hours per day. The duration does not need to be consecutive, but it must be spent in 1-hour increments.
Clouded Sight (Ex) Alahazra's eyes are obscurred, making it difficult for her to see. She cannot see anything beyond 30 feet, but she can see as if she has darkvision.
Touch of the Void (Su) As a standard action, Alahazra can perform a melee touch attack that deals 1d6+2 point of cold damage. She can use this ability a number of times per day equal to 3 + her Charisma modifier.
Venziir |
Mirror Universe Oloch
Mirror Universe Oloch
Male half-orc warpriest of Varg 4 (Pathfinder RPG Advanced Class Guide 60)
CE Medium humanoid (human, orc)
Init +0; Senses darkvision 60 ft.; Perception +2
--------------------
Defense
--------------------
AC 20, touch 10, flat-footed 20 (+10 armor)
hp 35 (4d8+8)
Fort +7, Ref +3, Will +8
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 greataxe +8 (1d12+7/×3) or
. . battleaxe +7 (1d8+4/×3)
Ranged composite longbow +3 (1d8+2/×3)
Special Attacks blessings 5/day, channel negative energy 2/day (DC 14, 1d6), fervor 4/day (1d6), sacred weapon (+1 1d6, 4 rounds/day)
Warpriest Spells Prepared (CL 4th; concentration +6)
. . 2nd—bull's strength, cure moderate wounds
. . 1st—cure light wounds, infernal healing[ISWG], protection from good, ray of sickening[UM] (DC 13)
. . 0 (at will)—bleed (DC 12), detect magic, read magic, resistance
--------------------
Tactics
--------------------
Before CombatOloch uses Bull's Strength on himself, to ensure maximum havoc, if he senses that the opponent is a tough one, he casts Infernal Healing aswell. Should he be facing a Good aligned enemy, he'll cast Protection from Good too. If facing a Lawful enemy, he'll charge his weapon with the Chaos Blessing.
During CombatOloch *always* Power Attacks, no matter what. If fighting a living enemy, he'll smite the living crap out of them, whilst power attacking and using his Fervor too.
Modified Stats+4 Strength from Bull's Strength and 1d6 extra damage and if fighting a lawful being 1d6 extra.
--------------------
Statistics
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Str 18, Dex 10, Con 13, Int 10, Wis 14, Cha 12
Base Atk +3; CMB +7; CMD 17
Feats Channel Smite, Furious Focus[APG], Power Attack, Weapon Focus (falchion)
Traits - custom trait -, fate's favored
Skills Acrobatics -5 (-9 to jump), Intimidate +10, Knowledge (religion) +7; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ blessings (chaos: anarchic strike, battle companion, war: battle lust, war mind), orc blood
Combat Gear potion of cure light wounds (6), acid, unholy water (2); Other Gear +1 full plate, heavy steel shield, +1 greataxe, arrows (60), battleaxe, composite longbow (+2 Str), backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy text[UE], masterwork backpack[APG], masterwork Drum, mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of Varg, 144 gp
--------------------
Special Abilities
--------------------
Blessings (5/day) (Su) Pool of power used to activate Blessing abilities.
Channel Smite Channel energy can be delivered through a Smite attack.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Fate's Favored Increase luck bonuses by 1.
Fervor (1d6, 4/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Sacred Weapon +1 (4 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Warpriest Channel Negative Energy 1d6 (2/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Duncan7291 |
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The first time she returned from the grave, Kyra thought that Pharasma, the Lady of Graves, was extending her a kindness. However, upon her return, the Society continued to abuse her good nature as she died in one horrible fashion after another. Each time she returned Society members would sacrifice her equipment, gold and her life to garner their own selfish desires. Kyra had become the source of ridicule as she heard jokes by other Society members who referred to her as “Kyra Clone ###” and threw quips about sacrificing another Kyra Clone to the grinder.
Was Pharasma taking particular enjoyment in her plight? Why had Sarenrae allowed this to continue? Why had her comrades taken light the sacrifices she made? Perhaps it was one too many reincarnations, but Kyra’s mind finally snapped. Her good nature was corrupted and she was finally broken. Kyra turned from Sarenrae and the Society to choose a path directly opposed to Pharasma and in conflict with the Society. She would become the embodiment of what Pharasma despised. Kyra devoted herself to the god of the undead, Urgathoa. She would spend her life opposing Pharasma’s rule and seek vengeance upon the Pathfinder Society. Her goal was simple, to become a lich and to destroy all those that had brought so much pain and suffering to her life.
Mirror Universe Iconic-KYRA, aka Kyra Clone 666 CR 3
XP 800
Female human (Qadira) cleric of Urgathoa 4
NE Medium humanoid (human)
Init 0; Senses Perception +3
----- Defense -----
AC 17, touch 10, flat-footed 17 (+7 armor)
hp 27 (4d8+4)
Fort +5, Ref +1, Will +7
----- Offense -----
Speed 30 ft. (20 ft. in armor)
Melee mwk cold iron light mace +6 (1d6+2) or mwk cold iron scythe +6 (2d4+3/×4) or mithral dagger +6 (1d4+2/19-20)
Ranged mwk sling +4 (1d4+2)
Special Attacks channel negative energy 6/day (DC 15, 2d6), death's kiss
Domain Spell-Like Abilities (CL 4th; concentration +7)
6/day—touch of evil (2 rounds)
Cleric Spells Prepared (CL 4th; concentration +7)
2nd—lesser animate deadUM, desecrate, ghoul touchD (DC 16), inflict moderate wounds (DC 16)
1st—bane (DC 14), cure light wounds, inflict light wounds (DC 15), protection from goodD, shield of faith
0 (at will)—detect magic, light, read magic, stabilize
D Domain spell; Domains Evil, Death (Undead subdomain)
----- Tactics -----
Before Combat Given the opportunity to prepare, Krya will drink her potions of blur and fly and will cast protection from good and shield of faith on herself. If a corpse is available, she will cast lesser animate dead and desecrate first.
During Combat Kyra will focus on the opponent’s melee characters from a distance using her fly ability granted by the potion of fly. She will cast inflict moderate wounds and inflict light wounds in an attempt to quickly fall her opponent followed-up with channel negative energy. Once an opponent falls she will animate dead and enter melee with remaining opponents. Channeling to harm when possible.
Morale Seeing how Pharasma will just continue her suffering by continually reincarnating her, Kyra has no fear of death and fights to the end.
----- Statistics -----
Str 14, Dex 10, Con 12, Int 10, Wis 16, Cha 16
Base Atk +3; CMB +5; CMD 15
Feats Command Undead, Selective Channeling, Spell Focus (necromancy)
Skills Diplomacy +8 (+10 when dealing with the undead), Heal +8, Knowledge (religion) +4, Linguistics +5, Sense Motive +8, Spellcraft +6
Traits deathspeaker, vile domain
Languages Abyssal, Common, Necril
SQ human cleric, variant channeling (undeath variant channelingUM)
Combat Gear potion of blur, potion of fly, scroll of lesser (x2) restoration, wand of cure light wounds, alchemist's fire, antiplagueAPG, antitoxin
Other Gear +1 chainmail, mithral dagger, mwk cold iron light mace, mwk cold iron scythe, mwk sling, sling bullets (10), muleback cordsAPG, backpack, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy textUE, mess kitUE, pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of Urgathoa, 15 gp, 9 sp
----- Special Abilities -----
+4 vs. Spell Resistance of Outsiders Add a +1 bonus on caster level checks made to overcome the spell resistance of outsiders.
Cleric Channel Negative Energy 2d6 (6/day, DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Evil) Granted Powers: You are sinister and cruel, and have wholly pledged your soul to the cause of evil.
Cleric Domain (Undead)
Command Undead (DC 15) Channel energy can take control of undead.
Death's Kiss (2 rounds, 6/day) (Su) Melee touch attack makes target count as undead for positive/negative energy healing/harming
Selective Channeling Exclude targets from the area of your Channel Energy.
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.
Touch of Evil (2 rounds, 6/day) (Sp) With a melee touch attack, target is sickened and counted as good-aligned for the purpose of [Evil] spells.
Undeath Variant Channeling Enhanced healing for Undead
CanisDirus Contributor |
Man, I wish I was better at statting out characters, because I've got a backstory for an evil version of [REDACTED] that is just kickass, but I've got no idea how to stat it out, and I don't think just copying the 4th lvl pregen is going to be good enough...
I'm more story > rules myself. What I did for mine was to start by copying the pregen I wanted to work on, and then asked myself how my concept of the character was going to be different. I highlighted those sections, and worked slowly from there.
Since "adherence to theme" is the main requirement, the mechanics don't have to be wholly different (at least, not in my brain though I am just another contestant and not a judge here either). As long as the tweaks you make fit the story, it should be all good.
Good luck with it - excited to hear what kind of a story you've got!
Blayde MacRonan |
Keirine, Human Rogue wrote:Man, I wish I was better at statting out characters, because I've got a backstory for an evil version of [REDACTED] that is just kickass, but I've got no idea how to stat it out, and I don't think just copying the 4th lvl pregen is going to be good enough...I'm more story > rules myself. What I did for mine was to start by copying the pregen I wanted to work on, and then asked myself how my concept of the character was going to be different. I highlighted those sections, and worked slowly from there.
Since "adherence to theme" is the main requirement, the mechanics don't have to be wholly different (at least, not in my brain though I am just another contestant and not a judge here either). As long as the tweaks you make fit the story, it should be all good.
Good luck with it - excited to hear what kind of a story you've got!
I pretty much did the same. I didn't really go into it with mine, but I wanted to downplay the mount aspect of the cavalier and basically try to make Alain more of a bada$$ Chelish-born soldier. Given his focus on the more military aspects of his childhood learning normally, I wanted this version of Alain to have an elegant grace to him that really isn't present in the one build I saw for him (Master of the Fallen Fortress). Once I did, I started thinking of the deadliness of one Ser Jamie Lannister from ASoIF. So I went daring champion cavalier, picked up Slashing Grace to focus on the longsword, then sat back and asked myself, "Would I play this character in PFS?"
Because I'm not big on the cavalier as a class. But I'd play the evil Alain I built in a heartbeat.
Jayson MF Kip |
1 person marked this as a favorite. |
"Mercy? MERCY? Did SHE ask for mercy? DID SHE?"
The argument is cut off by the unmistakable sound of a body crashing into a full-length mirror. The shouting stops, and somehow the calm was even worse.
"You don't know? Then ask your brother when you meet him."
---------------------------------
XP 800
Human (Keleshite) Ex-Cleric of Serenrae 1/Antipaladin of Calistria 3
CE Medium Humanoid (Human)
Init +0; Senses Perception +3
Aura cowardice (10 ft.)
----- Defense -----
AC 17, touch 10, flat-footed 17 (+7 Armor)
hp 34 (4 HD; 1d8+3d10+11)
Fort +8, Ref +3, Will +10
Defensive Abilities Immune Disease
----- Offense -----
Speed 30 ft., (20 ft. in armor)
Melee +1 scimitar +6 (1d6+3/18-20)
Ranged composite longbow +3 (1d8+2)
Special Attacks smite good
Spell-Like Abilities (CL 3; concentration +5)
At will—detect good
----- Tactics -----
Before Combat If her target is unaware, Kyra drinks her potion of invisibility and activates her riffle scroll of sense vitals. If she expects combat with multiple enemies, she drinks her potion of bear's endurance instead. Given a standoff, she detects good on as many foes as possible.
During Combat Kyra smites the nearest good foe (or nearest foe if she does not have time to detect). She attempts to wear down enemies using her scimitar and touch of corruption. Given the option, Kyra will leave a singe enemy alive to pry for information later.
Morale If someone related to Merisiel's murder is present, no amount of discourse can prevent Kyra from fighting to the death. If not, she flees when she determines a battle is lost, hoping to recover and strike back when the target is vulnerable.
----- Statistics -----
Str 15,Dex 10, Con 12, Int 11, Wis 17, Cha 14
Base Atk +3; CMB +5; CMD 14
Feats Toughness, Selective Channeling, Vengeance
Skills Bluff +7, Diplomacy +6 (+7 to gather information), Disguise +8, Heal +7, Intimidate +6 (+8 to question prisoners), Knowledge (Local) +2, Knowledge (Religion) +4, Linguistics +4, Sense Motive +7 (+6 while questioning prisoners), Stealth +1;
Traits Flame of the Dawnflower, Thrune Informant
Languages Common, Elven, Kelish
SQ cruelty (shaken), ex-cleric
Combat Gear mwk cold iron arrows (10), potion of bear's endurance, potion of cure moderate wounds, potion of invisibility, potion of pass without trace (2), potion of shield of faith, riffle scroll of sense vitals (CL 6th), scroll of endure elements, scroll of interrogation (CL 4th); Other Gear +1 agile breastplate, +1 scimitar, arrows (20), composite longbow (+2 Str), backpack, interrogation tools, tattoo (Merisiel's name), tattoo holy symbol of Calistria[UE], waterskin, wire, wooden holy symbol of Sarenrae, 9 gp, 1 sp
----- Special Abilities -----
Vengeance (Ex) Due to Kyra's misplaced desire for vengeance, Kyra gets +1 to attack, damamage, and saves vs. effects created by anyone she believes to be (even tangentially) related to Merisiel's murder.
Flame of the Dawnflower (Su) Whenever Kyra confirms a critical hit with a scimitar, her seething vengeance causes the foe to take an extra 2 points of fire damage.
Ex-Cleric (Ex) As Kyra's connection with Serenrae has been severed, Kyra's CR has been reduced by 1.
Set |
1 person marked this as a favorite. |
Voice of the Outer Darkness** spoiler omitted **...
Nice! I was doing up Rule 63 Iconics, and the opposite gender Alhazra was so obviously 'the Mad Arab' al-Alhazred that it's awesome to see an evil Alhazra as an Oracle of the Outer Dark / Great Old Ones.
Tongues (Aklo) would also be a good curse for this sort of Oracle. (Then again, Blackened or Haunted would work, too, and Blind remains thematic as all heck, too, with her dead white eyes looking right at you as she begins to sing down the starspawn...)
akitayne |
Hey everyone! I decided to go in a slightly different direction.
Here is Sajan's missing twin sister, Sajni. Enjoy!
Sajni (Mirror Universe Sajan) CR 4
XP 1,200
Female Human Monk (unchained) 4
LE Medium humanoid (human)
Init +4; Senses Perception +10
----- Defense -----
AC 19, touch 18, flat-footed 16 (+1 armor, +1 deflection, +3 Dex, +1 monk, +3 Wis)
hp 40 (4d10+12)
Fort +7, Ref +8, Will +5 (+7 vs. mind-affecting effects of good outsiders); +2 vs. enchantments
Defensive Abilities evasion
----- Offense -----
Speed 40 ft.
Melee flurry of blows +7/+7 (masterwork seven-branched sword(UC) 1d10+3/x3 or unarmed strike 1d8+2), masterwork seven-branched sword(UC) +7 (1d10+3/x3), unarmed strike +7 (1d8+2)
Ranged shuriken +7 (1d2+2)
Special Attacks flurry of blows, qinggong power(UM) (Power Attack, 1 ki), stunning fist (4/day, DC 15)
----- Tactics -----
During Combat Sajni immediately goes into her snake style stance to be able to dodge any touch attacks. Against spellcasters she enjoys grappling and using hamatulatsu in conjunction with flurry of blows to emulate the hamatula’s barbs. She likes to go toe-to-toe against armored opponents by drinking her potion of bull’s strength, pumping ki into her power attack qinggong power and mimicking the hamatula’s tail with her seven-branched sword. When facing a single deadly enemy, she will use her stunning fist before delivering a multitude of unarmed or sword strikes.
Morale When Sajni loses three-quarters of her hit points, she drinks her potion of cure moderate wounds if she thinks she can still win. If not, she throws her wasp nest of swarming as a distraction and uses her speed to escape.
----- Statistics -----
Str 14, Dex 16, Con 14, Int 10, Wis 16, Cha 8
Base Atk +4; CMB +6 (+8 grapple); CMD 23 (25 vs. grapple)
Feats Combat Reflexes, Hamatulatsu(ISWG), Improved Grapple, Improved Unarmed Strike, Snake Style(UC), Stunning Fist, Weapon Focus (unarmed strike)
Skills Acrobatics +10, Climb +6, Intimidate +5, Knowledge (planes) +5, Perception +10, Sense Motive +12, Stealth +8, Swim +6
Traits Reactionary, Scion of the Nine Circles
Languages Common, Infernal
SQ fast movement, ki pool (7 points, magic), still mind
Combat Gear potion of bull’s strength, potion of cure moderate wounds; Other Gear bracers of armor +1, cloak of resistance +1, ring of protection +1, wasp nest of swarming(UE), shuriken (50), belt pouch, 48 gp
From the far-off land of Vudra, twin martial artists Sajni and Sajan were separated when their lord was defeated and his armies divided. Sajni was displayed as a trophy and ended up a servant in both Absalom and Cheliax to a minor noble, while Sajan faced a death sentence when he deserted his homeland to look for her. Soon after, the noble offended Cheliax’s House Thrune and was ’written out of the history books’. Sajni, recognized for her martial discipline, was sent to the Sisterhood of Eiseth to serve and to train. Due to the harsh, painful and demanding training of the Sisterhood, Sajni mastered techniques that mimicked the hamatula in ways that others had never even dreamed.
Incendiaeternus |
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Kyra was one of the few to survive a brutal raid on her hometown, and on the smoking ruins of her village she swore her life and sword to Sarenrae - the goddess of the sun, redemption... and that became the problem over the years. Those who were offered redemption turned back to their wicked ways without constant reminders. She had turned to Sarenrae in that if she could at least prevent one death at evil hands would make up for all that she lost. As she prevented those deaths, they in turn turned to wicked ways and took other lives, many more than the one she saved. Did she by redeeming them instead lead to more deaths had she not intervened.
People she learned were not to be trusted, and she needed to learn more about what turned them to wanton acts of wickedness. It was her many travels in Cheliax and attempting to understand the wickedness that led her to understanding Asmodeus, and how people could be held accountable via infernal contracts. Here was a way to keep people in check from the death and destruction she had survived when her hometown was destroyed. It was a lesson the Thrice-Damned House of Thrune understood well, to rule by Fear. Through the powers granted by Asmodeus not only could people be kept in an Orderly fashion, they could become useful and even productive. Unlike the Celestials called down by the Sarenrates, the Chruch of Asmodeus taught the summoning of Devils which could be intimidated into giving up even more knowledge without the cost of 'being worthy', and cheaply if you knew how to use them correctly. Here was saving wanton death and the knowledge of preventing more. It was through the teachings of Asmodeus that more pointless death could be prevented. Sometimes people have to die, but at least make it worth something, even if its preventing them from their own wicked ways harming others.
Mirror Universe Iconic Kyra CR 4
XP 800
Human Cleric of Asmodeus (Asmodean Advocate) 4
LE Medium humanoid (human)
Init +0; Senses Perception +4
----- Defense -----
AC 17, touch 10, flat-footed 17 (+7 armor)
hp 36 (4d8+4);
Fort +4, Ref +1, Will +8
----- Offense -----
Speed 20 ft.
Melee +1 Heavy Mace +6 (1d8+3/20)
Ranged sling +0 (1d4+2)
Special Attacks channel negative energy 5/day (DC16, 2d6)
Domain Spell-Like Abilities (CL 4th; concentration +8)
7/day—Copycat
Cleric Spells (CL 4; concentration +8)
2nd—Bull's Strength, Hold Person, Summon Monster II, InvisibilityD
1st— Authenticating Gaze, Bane, Infernal Healing, Know the Enemy, Disguise SelfD
0 (at will)—Detect Magic, Detect Poison, Purify Food and Drink, Read Magic
DDomain Spell; DomainsTrickery
----- Tactics -----
Before Combat Summons a Hunted Petitioner (Bestiary 2, pg 208-209).
During Combat Single Combatants will attempt to use the wand of command, for either drop or fall depending on the threat level of the weapon (or if there is one). For large groups of combatants, will use channel negative energy excluding any allies or minions. If combatants are reaching close quarters with her she'll use the special ability Copycat.
Morale If down to 1/3 hp left, will use the wand of infernal healing on herself. If unable to heal herself, will use the domain spell invisibility to escape.
----- Statistics -----
Str 14, Dex 10, Con 11, Int 12, Wis 18, Cha 14
Base Atk +3; CMB +5; CMD 15
Feats Selective Channeling, Sacred Summons, Summon Evil Monster
Skills Intimidate +7, Knowledge (planes) +7, Knowledge (religion) +8, Linguistics +5, Profession (Barrister) +11;
Traits Apprentice Devilbinder, Fiendish Confidence*
Languages Common, Kelish, Infernal
SQ aura (moderate evil), spontaneous casting
Combat Gear wand of infernal healing (50 charges), wand of command (50 charges), scroll of lesser restoration, potion protection from evil
Other Gear +1 breastplate, +1 Heavy Mace, Platinum (un)holy symbol, (un)holy text, silk rope, cleric's kit, Book of Letters, 37 gp
----- Special Abilities -----
Copycat (Sp) You can create an illusory double of yourself as a move action. This double functions as a single mirror image and lasts for a number of rounds equal to your cleric level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not stack with the mirror image spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Pact-Bound (Ex) An Asmodean advocate must choose Asmodeus as her deity and select
the Trickery domain. She does not gain a second domain. If she ever changes her deity, she loses this archetype and becomes a normal ex-cleric. This ability alters domains.
Serpent (Su) At 1st level, an Asmodean advocate gains a familiar as the arcane bond class feature, using her cleric level as her wizard level. She must choose a viper
familiar. The viper speaks one language of the Asmodean advocate’s choice as a supernatural ability.
Devil in the Details (Ex) At 1st level, an Asmodean advocate learns to choose her words so carefully that even when she says something designed to deceive listeners, the words are phrased to be technically true. She can use her Profession (barrister) skill for Bluff and Diplomacy checks. This benefit also extends to her familiar. The Asmodean advocate gains an insight bonus equal to 1/2 her cleric level (minimum +1) on Linguistics checks related to forgeries and on all Profession (barrister) checks.
------Familiar------
Viper CR 1/2
XP 200
N Tiny Animal
Init +3; Senses low-light vision, scent; Perception +9
----- Defense -----
AC 16, touch 15, flat-footed 13 (+3 Dex, +1 natural, +2 size)
hp 3 (1d8-1);
Fort +1, Ref +5, Will +1
----- Offense -----
Speed 20 ft., climb 20 ft., swim 20 ft.
Melee bite +5 (1d2-2 plus poison)
Space 2-1/2ft.; Reach 0 ft.
----- Statistics -----
Str 4, Dex 17, Con 8, Int 1, Wis 13, Cha 2
Base Atk +0; CMB +1; CMD 8 (can't be tripped)
Feats Weapon Finesse
Skills Climb +11, Perception +9, Stealth +15, Swim +11; Racial Modifiers Perception +4, Stealth +4
Languages Kelish,
----- Special Abilities -----
Poison (Ex) Bite - injury save{/i] Fort DC 9, [i]frequency 1/round for 6 rounds; effect 1d2 Con; cure 1 save.
Familiar Master gains a +3 bonus on Bluff checks.
Citations: All sources outside of Core Rulebook
Asmodean Advocate - Dirty Tactics Toolkit pg 16
Book of Letters - Ultimate Equipment pg 60
Cleric's Kit - Ultimate Equipment pg 62
Fiendish Confidence - Inner Sea Gods pg 220
Hunted Petitioner - Bestiary 2 pg 208-209
Infernal Healing - Inner Sea World Guide pg 295
Know the Enemy - Ultimate Magic pg 226
Sacred Summons - Ultimate Magic pg 155
Summon Evil Monster - Champions of Corruption pg 33
(Un)holy Symbol Platinum Ultimate Equipment pg 66
(Un)holy Text Ultimate Equipment pg 66
Viper - Bestiary 1 - pg 133, Animal Archive pg 10
TimD |
May as well give it a go...
When Jirielle finally returned to the Bloodcrow to confront her mother, things did not go as planned. Now she serves as first mate and monster.
Mirror Universe Jirielle CR 5
XP 1,600
Half Elf Juju Zombie Swashbuckler 3, Inquisitor of Besmara (Spellbreaker) 1
CE Medium Undead (Augmented Half Elf)
Init +13; Senses Darkvision 60 ft, Low-Light Vision; Perception +10
----- Defense -----
AC 25, touch 15, flat-footed 20 (+3 armor, +5 dex, +3 natural, +4 shield)
hp 43 (3d10+1d8+16)
Fort +7, Ref +9, Will +5 ; +2 bonus vs. enchantment spells and effects
Defensive Abilities Channel Resistance +4, Strong-Willed; DR 5/Magic and Slashing; Immune Cold, Electricity, Magic Missile, Sleep, Undead Traits; Resist Fire 10
----- Offense -----
Speed 30 ft.
Melee +1 Mithril Rapier+11 (1d6+10, 18-20) or Slam +5 (1d6+2)
Ranged Thrown dagger +8 (1d4+2, 19-20)
Space 5 ft.; Reach 5 ft.
Special Attacks Judgement, Menacing Swordplay, Panache (3), Opportune Parry & Riposte, Precise Strike,
Inquisitor Spells (CL 1; concentration +2)
1st—Divine Favor, Inflict Light Wounds
0 (at will)—Detect Magic, Guidance, Light, Read Magic
----- Tactics -----
Before Combat Before combat Jirielle will activate a shield spell from the wand in one of her two spring-loaded wrist sheaths and then cast divine favor to bolster her attacks. Jirielle will take advantage of her Seize the Initiative Domain ability to ensure that she is almost guaranteed to act before others and position herself in the most advantagous manner.
During Combat During combat Jirielle will take advantage of her mobility to attempt to ensure that she is not a position to be effectively charged and that she has the fewest enemies which can engage her at a time. She attempts to target spellcasters first, but will also attempt to make sure she has clear paths to maneuver during combat and will attempt to avoid becoming flanked or cornered.
Morale If reduced below 12 hitpoints, Jirielle will attempt to escape combat by withdrawing over the side of the ship.
----- Statistics -----
Str 14, Dex 20, Con --, Int 10, Wis 12, Cha 16
Base Atk +3; CMB +5 ; CMD 20
Feats Fencing Grace, Improved InitiativeB, ToughnessB, Weapon Finesse (Rapier)B, Weapon Focus (Rapier)
Skills Acrobatics+11 (+15 to move on narrow or slippery survaces), Bluff+7, Climb+14, Disguise+7, Escape Artist+9, Intimidate+8, Knowledge (Local, Nature, Religion)+4, Linguistics+1, Perception+8, Profession (Sailor)+5, Sleight of Hand+9, Spellcraft+4, Stealth+9, Swim+8 ; Racial Modifiers +8 racial bonus to climb, and +2 racial bonus to perception and swim included
Traits Armor Expert, Erratic Malefactor
Languages Aquan, Common, Elven
SQ Deeds (Derring-do, Dodging Panache, Opportune Parry & Riposte, Kip Up, Menacing Swordplay, Precise Strike, Swashbuckler Initiative), Seize the Initiative, Strong-Willed
Combat Gear Alchemist Fire x3, Oil of Touch of the Sea, Scroll of See Invisibility, Wand of Inflict Light Wounds (5 charges), Wand of Protection from Good (3 charges), Wand of Shield (9 charges)
Other Gear studded leather armor, sanctified masterwork buckler, mithril rapier +1 with hollow pommel (contains scroll of see invisibility), cold iron rapier, 5 throwing daggers, feather token (anchor), cloak of resistance +1, boots of the cat, spring loaded wrist sheath x2 (containing Wand of Shield and Wand of Inflict Light Wounds) ; 50gp, 20sp
----- Special Abilities -----
Arcane Training: Sorcerer. Half-elves occasionally seek tutoring to help them master the magic in their blood. Half-elves with this racial trait have only one favored class, and it must be an arcane spellcasting class. They can use spell trigger and spell completion items for their favored class as if one level higher (or as a 1st-level character if they have no levels in that class). This racial trait replaces the multitalented racial trait.
Domain (War/Tactics) - Seize the Initiative (Su): Whenever you and your allies roll for initiative, you can grant one ally within 30 feet the ability to roll twice and take either result. This decision is made before results are revealed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Erratic Malefactor: Some people follow codes and traditions; others look out for only themselves. You don’t care—you do what you want, when you want, sometimes for a good reason, and sometimes for no reason at all. You revel in your status as an outlier, and take pride in the fact that you follow no one else’s orders—at least most of the time. In a lawful land like Cheliax, one has to be more careful and at least pay lip service to the rules and restrictions of society. As a result, you try to manage the chaos that rages within your soul, but you’re always on the lookout for the opportunity to truly unleash destruction. These days, there’s plenty of work for someone who will do what needs to be done, no questions asked, and the rewards from House Thrune for those who work with it are a strong incentive as well. If working with others gives you the freedom to carry out some of your darkest instincts without fear of repercussion, then why not—at least for now. You can worry about the future when it comes. Your unpredictability and volatile temperament gives you an advantage over your foes. You gain a +2 trait bonus on initiative checks. In addition, you are willing to work with others, and have learned to use your allies’ strengths to reinforce your own skills and abilities. Once per day, as long as an ally is within 10 feet of you, you can reroll a single attack roll or skill check before success or failure is known. You must take the results of the second roll, even if it is worse. You must be chaotic evil to take this trait.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Panache (Ex): More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler's ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually can't exceed her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache points to accomplish deeds (see below), and regains panache in the following ways.
Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler's character level doesn't restore panache.
Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler's character level to 0 or fewer hit points doesn't restore panache.
Grit and Panache: The gunslinger's grit and the swashbuckler's panache represent two paths to gain access to the same heroic pool. Characters with both grit and panache class features combine the two resources into a larger pool of both grit points and panache points.
For the purposes of feat prerequisites, a character with the panache class feature satisfies the prerequisites as if she were a grit user, and vice versa. Swashbuckler levels stack with gunslinger levels for the purpose of satisfying Signature Deed's level requirement. For feats, magic items, and other effects, a panache user can spend and gain panache points in place of grit points, and vice versa.
Deeds: Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longer-lasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require the expenditure of panache points to be maintained. A swashbuckler can perform deeds only of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed.
Derring-Do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).
Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn't negate the attack, which is still resolved as if the swashbuckler had not moved from her previous square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can perform this deed only while wearing light armor or no armor, and while carrying no heavier than a light load.
Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature's result, the creature's attack automatically misses. The swashbuckler must declare the use of this ability after the creature's attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.
Kip-Up (Ex): At 3rd level, while the swashbuckler has at least 1 panache point, she can stand up from prone as a move action without provoking an attack of opportunity. She can stand up from prone as a swift action instead by spending 1 panache point.
Menacing Swordplay (Ex): At 3rd level, while she has at least 1 panache point, when a swashbuckler hits an opponent with a light or one-handed piercing melee weapon, she can use Intimidate to demoralize that opponent as a swift action instead of a standard action.
Precise Strike (Ex): At 3rd level, while she has at least 1 panache point, a swashbuckler gains the ability to strike precisely with a light or one-handed piercing melee weapon (though not a natural weapon), adding her swashbuckler level to the damage dealt. To use this deed, a swashbuckler cannot attack with a weapon in her off hand or use a shield other than a buckler. She can use this ability even with thrown light or one-handed piercing melee weapons, so long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to the additional damage granted by precise strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a precise strike. This additional damage is precision damage, and isn't multiplied on a critical hit.
As a swift action, a swashbuckler can spend 1 panache point to double her precise strike's damage bonus on her next attack. This benefit must be used before the end of her turn, or it is lost. This deed's cost cannot be reduced by any ability or effect that reduces the amount of panache points a deed costs (such as the Signature Deed feat).
Swashbuckler Initiative (Ex): At 3rd level, while the swashbuckler has at least 1 panache point, she gains a +2 bonus on initiative checks. In addition, if she has the Quick Draw feat, her hands are free and unrestrained, and she has a light or one-handed piercing melee weapon that's unhidden and ready to draw, she can draw that weapon as part of the initiative check.
Judgment (Su): Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.
At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.
When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.
Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.
Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.
Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.
Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.
Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.
Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.
Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase.
Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.
Smiting: This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).
Sea Legs: Many half-elves find their way onto the water early in their youth, whether they live with trader families, work as smugglers, or plunder alongside pirates. These half-elves receive a +2 racial bonus on Swim checks, as well as a +4 racial bonus on Acrobatics checks to move on narrow or slippery surfaces, and on Climb checks on docks and ships. This racial trait replaces adaptability
Strong-Willed (Ex) At 1st level, a Spellbreaker is able to stand strong against magical effects that seek to control, compel, or persuade her. The Spellbreaker rolls twice and takes the best result when making a Will saving throw against a mind-affecting effect. This ability replaces monster lore.
Critical Fumbles |
I'll give this a shot as well!
After Valeros left his family's quiet farm, he quickly fell in with unsavory mercenaries. There, Valeros found only blood and battle — and loved every moment of it. But when it came to the loot, Valeros realized that if there was no-one left to share it with, there would be more for him. He slaughtered his exhausted compatriots, and many other groups have met a similar fate since. Valeros yet roams around, offering a hearty smile and a strong sword-arm to those in need. Only a few victims see the monster behind the man — but by then, it's too late.
XP 1,200
Male human fighter (unbreakable) 2/slayer (executioner) 2
NE Medium humanoid (human)
Init +2; Senses Perception +7
----- Defense -----
AC 19, touch 12, flat-footed 17 (+7 armor, +2 Dex)
hp 40 (4d10+14)
Fort +8, Ref +5, Will +2; +1 vs. mind-affecting
Defensive Abilities unflinching* +1
----- Offense -----
Speed 20 ft.
Melee +1 longsword +6 (1d8+5/19–20), mwk short sword +6 (1d6+2/19–20) or
+1 longsword +8 (1d8+5/19–20) or
mwk short sword +8 (1d8+2/19–20)
Ranged mwk composite (Str +4) longbow +6 (1d8+4/×3)
Special Attacks 1st studied target, focused target*
----- Statistics -----
Str 18, Dex 15, Con 14, Int 12, Wis 10, Cha 8
Base Attack +3; CMB +7; CMD 19
Feats Diehard, Endurance, Iron Will, Quick Draw, Seething Hatred (humans), Step Up, Two-Weapon Fighting
Skills Bluff +6, Climb +9, Intimidate +6, Perception +7, Profession (soldier) +7, Sense Motive +1, Survival +7 (+8 to track); Armor Check Penalty –2
Languages Common, Varisian
Traits amoral mercenary*, armor expert*
SQ bloodstained hands, slayer talents (ranger combat style*), tough as nails*, track* +1
Combat Gear potion of barkskin, potion of bull's strength, potion of cure moderate wounds, snapleaf, tanglefoot bag; Other Gear +1 breastplate, +1 longsword, mwk composite (Str +4) longbow with 20 arrows, mwk short sword, 19 gp
* The effects of this ability have already been calculated into Valeros' statistics.
----- Morale -----
Before Combat If Valeros suspects combat is imminent, he drinks his potion of bull's strength and potion of barkskin.
During Combat Valeros uses his studied target, preferring human enemies. He takes full-attack actions with both of his swords, cutting down one enemy at a time. If he is reduced to 20 hit points, Valeros begins to fight defensively and drinks his potion of cure moderate wounds if he believes that he can still win.
Morale Valeros may be a cold-hearted killer, but he isn't stupid. He flees if reduced to 10 hit points, using his snapleaf if necessary. If he believes his enemies will spare him, Valeros attempts to surrender and claim to be a simple mercenary (making Bluff checks to do so). Of course, an escaped Valeros could become a recurring enemy by serving of some other villain, or organizing a concerted effort with other mercenaries to hunt down his hated nemeses.
----- Special Abilities -----
Amoral Mercenary Valeros gains a +1 trait bonus on Sense Motive checks, and Sense Motive is a class skill for him. As an immediate action once per day, he can shift his effective alignment so that he is considered neutral instead of evil for the purpose of good effects that target evil creatures (such as holy smite or a paladin’s smite evil ability). His alignment does not actually change when he uses this ability. Valeros must be neutral evil.
Bloodstained Hands (Ex) As an executioner, Valeros must be evil. If he ever becomes nonevil, he loses this archetype and becomes a regular slayer.
Studied Target (Ex) Valeros can study a humanoid target as a move action to get +2 to attack, damage, Bluff, Knowledge, Perception, Sense Motive, and Survival against that target. Against a human, this ability grants +4 to damage instead. If he studies another target, he loses the oldest target.
Serpentine Owl |
I hate to follow one mirror Valeros with another, but this is a different flavor.
Valeros quickly fell on hard times after leaving the farm, and ended up having to accept some dangerous assignments. One such assignment resulted in him and his whole company being slaughtered. Left for dead, his previously unknown Dhampir Racial Heritage awoke and he drank the blood of a fallen comrade to restore his health enough to recover and survive.
Knowledge of his Dhampir nature and a developing addiction to the blood of humans drove him to Evil. Now he no longer feels whole unless he has been invigorated by the taste of human blood. He signs on with any Mercenary company willing to look the other way as he feeds on the fallen.
XP 9000
Human (Chelaxian) fighter (two-handed fighter) 4 (Pathfinder RPG Advanced Player's Guide 108)
LE Medium humanoid (human)
Hero Points 1
Init +1; Senses Perception +5
--------------------
Defense
--------------------
AC 19, touch 11, flat-footed 18 (+8 armor, +1 Dex)
hp 36 (4d10+8)
Fort +7, Ref +3, Will +3
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 falchion +10 (2d4+7/18-20) or
. . dagger +8 (1d4+4/19-20) or
. . gauntlet (from armor) +8 (1d3+4) or
. . unarmed strike +8 (1d3+4 nonlethal)
Ranged light crossbow +5 (1d8/19-20)
Special Attacks overhand chop, shattering strike
--------------------
Statistics
--------------------
Str 18, Dex 12, Con 14, Int 12, Wis 12, Cha 12
Base Atk +4; CMB +8 (+9 sunder); CMD 19 (20 vs. sunder)
Feats Blood Drinker[ARG], Blood Salvage[ARG], Power Attack, Racial Heritage[APG], Weapon Focus (falchion), Weapon Versatility
Traits - custom trait -, masterful demeanor
Skills Acrobatics -4 (-8 to jump), Climb +4, Handle Animal +6, Intimidate +8 (+11 against non-human humanoids), Perception +5, Ride +1, Sense Motive +9, Swim +4
Languages Common, Infernal
SQ hero points
Combat Gear potion of bull's strength, potion of cure light wounds (2), potion of cure moderate wounds; Other Gear +1 banded mail, +1 falchion, crossbow bolts (20), dagger, light crossbow, cloak of resistance +1, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), soap, torch (10), trail rations (5), waterskin, heavy horse (combat trained), 177 gp
--------------------
Tracked Resources
--------------------
Crossbow bolts - 0/20
Dagger - 0/1
Potion of bull's strength - 0/1
Potion of cure light wounds - 0/2
Potion of cure moderate wounds - 0/1
Torch - 0/10
Trail rations - 0/5
--------------------
Special Abilities
--------------------
Blood Drinker (Human) +1 CON checks and saves and 5 temp hp per 3 levels after drinking blood of chosen creature.
Blood Salvage Use the Blood Drinker feat on a creature of chosen type that died within 6 hours.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Overhand Chop (Ex) Single attacks with two-handed weapons receive double STR bonus.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Racial Heritage (Dhampir) You count as another race for the purpose of prerequisites.
Shattering Strike +1 (Ex) +1 Sunder and damage vs. objects.
Weapon Versatility Weapon w/ Weapon Focus: shift grip to alter damage to B/P/S (swift act.).
--------------------
Horse, heavy (combat trained)
Heavy horse (Pathfinder RPG Bestiary 177)
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
--------------------
Offense
--------------------
Speed 50 ft.
Melee unarmed strike +3 (1d4+3 nonlethal) or
. . bite +3 (1d4+3), 2 hooves -2 (1d6+1)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, Run
[b]Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +2 (+6 to jump with a running start, +10 to jump), Perception +6
SQ combat riding
--------------------
Tracked Resources
--------------------
. . -none-
--------------------
Special Abilities
--------------------
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Jessica Catalan Organized Play Line Developer |
4 people marked this as a favorite. |
Horribly scarred and wearing the pelt of Droogami's cubs as a cloak, I present Lini.
After being viciously mauled by a snow leopard and left for dead by her Enclave, Lini managed to escape the beast with her life - barely. Horribly scarred and angry at both her kin and the beast, Lini treated her wounds as well as she could and bided her time, stalking the snow leopard over the course of days and learning its habits while using stealth and her magic to hide from its senses. Eventually Lini struck, sneaking into the snow leopard’s lair while it was out, killing all of its cubs and then beating the beast into submission (with heavy use of poisons). She turned the cubs pelts into a cloak, their teeth and claws into jewelry and spent the next two years breaking the snow leopard, viciously training it into her loyal defender. Now, she and Droogami stalk the lands as bandits and mercenaries, inflicting violence for coin and the sheer joy of it.
Mirror Universe Lini CR 3
XP 800
Female gnome druid (nature fang) 4
NE Small humanoid (gnome)
Init +3; Senses low-light vision; Perception +8
----- Defense -----
AC 17, touch 13, flat-footed 15 (+4 armor, +2 Dex, +1 size); +4 dodge vs. giants
hp 34 (4d8+12)
Fort +7, Ref +3, Will +6; +2 vs. poisons
Resist cold 4
----- Offense -----
Speed 20 ft.
Melee +1 sickle +7 (1d4+1)
dagger +6 (1d3/19-20)
Ranged dagger +6 (1d3/19-20)
dart +6 (1d3)
Special Attacks sneak attack +1d6, studied target; +1 on attack rolls against goblinoid and reptilian humanoids
Spell-Like Abilities (CL 4th; concentration +5)
1/day—dancing lights, ghost sound (DC 12), prestidigitation, speak with animals
Druid Spells Prepared (CL 4th; concentration +6)
2nd—barkskin, bull’s strength, stone discus
1st—call animal, charm animal, cure light wounds, produce flame
0 (at will)—detect magic, detect poison, light, stabilize
----- Tactics -----
Before Combat Lini applies poison to her weapons daily or before engaging enemies (using blue whinnis only when she intends to take someone alive). If she knows she will be fighting in a building or facing multiple enemies she casts call animal and handles or charms the animal as necessary at least an hour before approaching. Once prepared, Lini stalks her prey from afar studying them (with studied target) and her surroundings before approaching. She uses stealth and the terrain to her advantage, hiding behind or atop of buildings, trees and other obstacles. Before fighting she casts barksin and bull’s strength on herself.
During Combat If Lini has called an animal to her side she directs the animal first, typically pushing it to enter the building and attack everyone inside or to attack a large group of enemies. She does not expect the animal to survive such tactics and does not make any effort to save or assist it. After the animal is unleashed or, if there is no called animal, Lini and Droogami stalk as near to their targets as they can without being spotted, from opposite directions. Lini studies her target and attacks from hiding with one of her poisoned weapons or stone discus while Droogami fight in melee combat. Once enemies are aware of her presence Lini prefers to fight in close ranged combat with her darts or produce flame using her acrobatics to remain mobile. If the terrain provides potential cover she utilizes skirmishing tactics, breaking line of sight with her enemies, stealthing to a different location and attacking again from hiding to gain her sneak attack damage. Once personally engaged in melee combat Lini fights with her sickle, flanking with Droogami at all times. If wounded, Lini temporarily retreats from combat leaving Droogami to continue the fight, heals herself with her wand of cure light wounds and then returns to combat (preferably unnoticed). Lini takes the time to cure Droogami if he is below half of his hit points, but only if doing so won’t cause her any harm. She will not put herself in danger for Droogami.
Morale Lini values her life above all others and will happily sacrifice anyone, including Droogami, to protect herself. Unless Lini orders otherwise, Droogami fights to the death to protect her. If Lini is reduced to half of her hit points she retreats to heal herself while Droogami continues fighting. Once she is healed, if Droogami still lives, Lini reenters combat, otherwise she flees using acrobatics and stealth to her advantage and hiding if necessary.
----- Statistics -----
Str 10, Dex 14, Con 16, Int 12, Wis 15, Cha 13
Base Atk +3; CMB +2; CMD 14
Feats Skill Focus (Handle Animal), Weapon Finesse
Skills Acrobatics +5, Craft (alchemy) +6 (+8 to make poison), Handle Animal +12, Intimidate +9, Knowledge (nature) +6, Perception +8, Ride +7, Spellcraft +5, Stealth +8, Survival +6; Racial Modifiers +2 perception, +4 stealth
Traits ambush training, beast bond, local tough
Languages Common, Druidic, Goblin, Gnome, Sylvan
SQ knack with poison, nature bond (snow leopard animal companion named Droogami), orisons, slayer talent (rogue talent [poison use]), sneak attack +1d6, spontaneous casting, studied target, trackless step
Combat Gear +1 sickle, dagger, dart (6), acid (4), alchemist’s fire (2), black adder venom (6 doses), blue whinnis (2 doses), giant wasp poison (2 doses), medium spider venom (2 doses), wand of cure light wounds (25 charges); Other Gear +1 wooden armor, antidote kit, backpack, bedroll, belt pouch (2), cloak made from the fur of Droogami’s cubs, cold-weather outfit, explorer’s outfit, flint and steel, mess kit, necklace made from the teeth and claws of Droogami’s cubs, portable alchemist’s lab, silent whistle, silk rope (50 ft.), spell component pouch, training harness, training whip, whet bone, waterskin, wild dog (currently being trained as an attack dog, tricks: heel, stay), 5 pp, 100 gp, 6 sp, 10 cp
----- Special Abilities ——
Ambush Training Lini has a +1 trait bonus on initiative checks and a +1 trait bonus on weapon damage rolls during any surprise round in which she acts.
Knack with Poison Lini has an instinctive understanding of poisons and their uses. She gains a +2 racial bonus on Fortitude saves against poison and a +2 bonus on Craft (alchemy) checks to make poison. The bonus on Fortitude saving throws against poisons increases to +4 if she accidentally poisons herself when applying or readying the substance.
Local Tough Lini has made a name for herself as a dangerous thug, enforcer, and thief, hiring herself out to anybody who needs muscle in exchange for a few coins. She gains a +1 trait bonus on Intimidate checks, and Intimidate is a class skill for her. In addition, she gain a +1 trait bonus on weapon damage rolls when she is flanking a foe with an ally.
Poison Use (Ex) Lini does not risk accidentally poisoning herself when applying poison to a weapon.
Spontaneous Casting Lini can exchange any prepared spell that is not an orison for a summon nature’s ally spell of the same spell level or lower as she casts the spell.
Studied Target (Ex) Lini can study an opponent she can see as a move action. She gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive and Survival checks attempted against that opponent and a +1 bonus on weapon attack and damage rolls against it. She can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or Lini studies a new target. If she deals sneak attack damage to a target, she can study that target as an immediate action, allowing her to apply her studied target bonuses against that target (including to the normal weapon damage roll).
Trackless Step (Ex) Lini leaves no trail in natural surroundings and can’t be tracked. She may choose to leave a trail if desired.
Animal Companion Lini’s snow leopard animal companion, ironically named Droogami, has the following statistics: Size Medium; AC 18; hp 26; Fort +6, Ref +9, Will +2; Defensive Abilities evasion; Speed 50 ft.; Melee bite +8 (1d6+3 plus trip), 2 claws +8 (1d3+3); Str 17, Dex 21, Con 15, Int 2, Wis 12, Cha 6; Feats Skill Focus (Stealth), Weapon Finesse; Skills Acrobatics +9 (+17 when jumping), Climb +7, Perception +5, Stealth +12; SQ link, low-light vision, scent, share spells, sprint (move 500 feet when charging 1/hour), tricks (attack [all creatures], come, defend, down, flank, heel, stay, track)
Note Lini uses the alternate favoured class bonus for gnome druids, gaining cold resistance 4.
Sources Used Pathfinder Adventure Path: Hell’s Vengeance Player’s Guide, Pathfinder Campaign Setting: Inner Sea World Guide, Pathfinder Player Companion: Pathfinder Society Primer, Pathfinder Roleplaying Game: Advanced Class Guide, Pathfinder Roleplaying Game: Advanced Player’s Guide, Pathfinder Roleplaying Game: Core Rulebook, Pathfinder Roleplaying Game: Ultimate Campaign, Pathfinder Roleplaying Game: Ultimate Equipment
OS_Dirk |
In reading through Merisiel's backstory from NPC Codex, I realized that there it wouldn't take much of a twist to shift her from a chaotic neutral path and into a chaotic evil one. I tried to keep Merisiel as close as possible to the original backstory, allowing all of her misadventures to add up to an eventual psychotic break that shapes her overall outlook and tactics in the mirror universe.
I did take some liberties with equipment, namely I assumed that Merisiel would be save coin by making things herself whenever possible to do so. If this is assumed, the build is easily within budget and with a decent margin to spare.
If list prices are must be used for everything, the build is somewhat, but not horrendously, over budget. However, there are two reasons that I do not see this to be a major issue: 1) The expected tactics and choices of feats outlined within the build make it unlikely that enough equipment would survive a fight in order for the spoils of war to be over budget. 2) If nothing else, changing all of the 'dozen daggers' that Merisiel is known to carry from masterwork to non-masterwork quality would easily cause the budget shortfall to disappear.
Mirror Universe Iconic Rogue (Merisiel) CR 4
XP 1200
Elf Rogue 4 (Poisoner, Bandit)
CE Medium Humanoid (Elf)
Init +6; Senses low-light vision; Perception +9
----- Defense -----
AC 17, touch 14, flat-footed 13 (+3 armor, +4 dex)
hp 31 (4d8+8)
Fort +2, Ref +7, Will +1; +2 vs enchantments
Immune sleep
----- Offense -----
Speed 30 ft.
Melee masterwork kukri (fragile) +7 (1d4+2/18-20) plus 1 additional damage on first successful hit with weapon plus 1d4 bleed damage if weapon is broken after successful hit; masterwork blood crystal rapier +7 (1d6+2/18-20) plus 1 additional damage if target is bleeding
Ranged masterwork stone dagger (fragile) +7 (1d4+2/19-20) plus 1d4 bleed damage if weapon is broken after successful hit; masterwork obsidian dagger (fragile) +7 (1d4+2/19-20) plus 1d4 bleed damage if weapon is broken after successful hit); masterwork bone dagger (fragile) +7 (1d4+2/19-20) plus 1d4 bleed damage if weapon is broken after successful hit)
Space 5 ft.; Reach 5 ft.
Special Attacks Sneak Attack (2d6 damage plus 2 bleed damage)
----- Tactics -----
Before Combat Once something of a show-off, bitter experience has taught Merisiel the value of cold-blooded preparation in support of her ambush tactics. Her weapons, other than her blood crystal rapier, are always stored within poisoning sheathes dosed with woundweal. Her bronze kukri are kept constantly sharp. She keeps her studded leather armor well oiled with alchemical grease, especially when on the hunt.
She drinks a potion of blend as she begins to stalk her prey in order to give herself plenty of time to follow and study her target. She will drink a potion of anticipate peril as she begins to close to striking distance, increasing the chance of catching her opponents flat footed against her follow-up attacks. If she plans to use ranged attacks, she will also consume a potion of illusion of calm.
During Combat Merisiel makes sneak attacks on her foes to maximize the damage she can do with her daggers, kukris, and rapier.
She prefers to use a vicious combination of woundweal poison and primitive, fragile, weapons in order to inflict vicious bleeding wounds on her targets. She always chooses to break a fragile weapon on a sucessful hit.
She does not draw her blood crystal rapier until she has until she landed enough strikes to be confident that her foe will continue to bleed unless, of course, she has already thrown or broken all of her other weapons.
Morale Merisiel seeks to prove her own relative superiority against others above all else. However, her definition of 'superior' is flexible and she will always interpret her own actions in the best possible light.
She does not fight to the death unless cornered.
----- Statistics -----
Str 14, Dex 18, Con 12, Int 14, Wis 10, Cha 12
Base Atk +2; CMB +4 (+9 to escape grapple due to alchemical grease)CMD 18 (23 vs grapple due to alchemical grease)
Feats Skill Focus: Stealth; Weapon Finesse; Breadth of Experience; Splintering Weapon
Skills Acrobatics +11, Bluff +8, Climb +7, Craft: Alchemy +9 (+10 with tools); Craft: Armorsmith +6, Craft: Leatherworking +6, Craft: Weaponsmith +8 (+10 with tools), Disable Device +8, Escape Artist +11, Heal +4, Intimidate +8, Knowledge + 4, Perception +9, Profession +2; Sense Motive +7; Sleight of Hand +10, Stealth +14 (+19 including bonus from cloak, +23 with including bonus from cloak and Blend) Racial Modifiers +2 Perception
Traits Accelerated Drinker, Erratic Malefactor, Drawback: Paranoid
Racial Traits Keen Senses, Elven Immunities, Forlorn
Languages Common, Elven
SQ poison use, rogue talents (bleeding attack +2, finesse rogue), ambush, master poisoner +2
Combat Gear vial of woundweal poison (2), caltrops (3), marbles (3)
Other Gear pot of alchemical grease, blood crystal rapier, masterwork bronze kukri (2), masterwork bone dagger (2), masterwork obsidian dagger (2), masterwork stone dagger (6), vial of woundweal poison (12), poisoning sheath (12), silk rope (50ft), masterwork studded leather armor, cloak of elvenkind, potion of Anticipate Peril, potion of Blend, potion of Illusion of Calm, potion of True Strike, potion of Cure Light Wounds (6), masterwork bandolier (2), portable alchemy lab, masterwork artisan's tool, masterwork lock picks, whetstone, masterwork backpack
Note: This is only very slightly edited from the version in NPC Codex.
The elves have a name for elven children unfortunate enough to be born and raised in human society—the Forlorn. Merisiel is one of these, born in the Varisian city of Magnimar to elven parents who were either unable or unwilling to raise a child on their own. Merisiel never learned the truth of it, for her parents left her in the care of the city's temple to Calistria. The priests raised Merisiel as a ward of the temple, but she had little patience for teachers and prayer. Eventually, she left the temple and spent many years on the streets of Magnimar, earning a living as a freelance thief. When her growing reputation as a thief became inconvenient, she decided to leave her home city to seek out new settlements to explore and enjoy.
Merisiel became a master at stowing away on ships, talking her way out of trouble, and finding her way in new societies. She's called dozens of cities home, leaving one for another when her companions outgrew her or she outlived them. Life has been hard for Merisiel, made more so by the fact that she's always found it difficult to master skills that come easily to her companions. Faced often with situations where a quick tongue or stealth won't suffice to keep her out of trouble, Merisiel has taken to carrying dozen knives. When things go wrong with her carefully laid plans (as they almost always seem to do), the knives come out and what needs to be done gets done. To date, Merisiel hasn't met a problem that can't, in one way or another, be solved with a blade.
Each of the cities she's spent time in carries special memories for Merisiel. In cosmopolitan Kintargo, she fell in love for the first five times, but only the last none of those relationships survive to this day. In bustling Corentyn, she spent five years in prison for a crime she wasn't able to pin on someone more deserving, a sentence exceeded by her stay in Almas (still her record—ten years in jail). In Cassomir she helped rob a corrupt jeweler, in Oppara a decadent and cruel magistrate, and in Sothis a narrow-minded priest of Abadar. Yet in each of these cases her companions betrayed her and left her penniless. She spent many years in Katapesh and Absalom, but the size of these cities eventually grew to be too much even for her. Recently, she's come home to Magnimar Cheliax with a new purpose in life. Finally matured to the point where she's willing (and perhaps able) to learn from her mistakes, she hopes to make something more of her life than merely infuse her bad decisions laced with periodic bouts of viscious excitement and torturous fun.
Merisiel's life experiences have taught her to enjoy things to their fullest take advantage of others as they the opportunities occur—it's impossible to tell when the good times might end. She's open and expressive ruthless and vicious, always on the move and working on her latest batch of plots to make easy money prove her relative superiority. In the end, it comes down to being faster and more ruthless than everyone else—either on her feet or with her beloved razor-sharp blades. She wouldn't have it any other way.
Naal |
A pragmatic, skeptic, and atheist, the supposedly self-taught wizard Ezren often seems like a curmudgeonly but likable uncle, but his mastery of arcane arts makes him an effective spy and a killer.
Born to a successful spice merchant in one of Absalom’s more affluent districts, Ezren lived a pleasantly safe childhood. He enjoyed the comforts of a well-to-do family, lived in a neighborhood relatively safe from crime, and seemed poised for a life of mediocrity.
That changed when his father was taken away, charged with heresy by the church of Abadar. Though his father escaped excommunication, the damage had been done—his father's business fell to pieces. Convinced his father was innocent, Ezren spent his adult life trying to repair his father's reputation. So when Ezren finally uncovered irrefutable proof of his father's guilt, and he realized he'd wasted his life on a lie, his world collapsed. Someone was responsible and had to pay. Ezren bartered his evidence to the church and dedicated his life to finding the infernal cultists who had made him waste his adulthood.
At his advanced age, Ezren feared he was physically no match for most opponents and sought a way to stalk his prey. He used a great deal of money and effort to find a tutor for an obscure Qadiran school of illusion. This tutor also revealed to him the existence of another school of wizardry, but advised Ezren to not seek it out. Ezren eventually found a teacher of shadowcasting, who turned out to be a handler for Nidal's spies. Initially Ezren balked at the idea of working for the Umbral Court, but the handler adroitly stated that there was no greater bastion of infernalism on Golarion than Cheliax, and nobody else who could get Ezren inside it without being officially tied to Chelaxian government. Their objectives were not mutually exclusive.
Ever since, Ezren has been inching closer to the Chelaxian inner circles, obeying both his Nidalese handler and his Thrune paymasters. To get their trust, Ezren has served both in ways that would have horrified the bright-eyed youth from Absalom. Eventually, revenge will be his. Certainly it will be worth everything he has done until them?
Mirror Universe Ezren CR 4
XP 1200
Male middle-aged human illusionist (mage of the veil, shadowcaster) 4
NE Medium humanoid (human)
Init +3; Senses Perception +4
----- Defense -----
AC 21, touch 13, flat-footed 18 (+4 armor, +3 Dex, +4 shield)
hp 41 (4d6+23)
Fort +4, Ref +4, Will +4; +2 against divine spells and spell-like abilities granted by a divine casting class
----- Offense -----
Speed 30 ft.
Melee mithral dagger +5 (1d4+2)
Ranged ray of frost +5 touch (1d3+1 cold)
Mage of the Veil Spell-Like Abilities (CL 4th; concentration +6)
At will—face in the crowd (4 minutes)
Wizard Spells Prepared (CL 4th; concentration +9)
2nd—false life (shadow spell), lipstitch (DC 18), misdirection (DC 17), raven's flight, stricken heart
1st—color spray (DC 16), disguise self (DC 16), interrogation (DC 17), shield, shocking grasp, vanish
0 (at will)—detect magic, ghost sound, prestidigitation, ray of frost
Opposition Schools conjuration, enchantment
----- Tactics -----
Before combat Ezren casts misdirection and false life and uses his wand of mage armor. He knows how swiftly a battle can spiral out of control, and does not attack without extensive preparation unless he is certain of the target's capabilities. After spying on his target with gloves of reconnaissance Ezren casts disguise self and shield and uses scrolls of bear's endurance, bull's strength, and cat's grace.
During Combat Ezren muffles the target's cries with lipstitch, then attacks with shocking grasp and stricken heart. If forced to battle multiple foes, he initiates combat with color spray.
Morale Ezren is driven but not fanatic. If surprised or reduced below 10 hp, he casts either vanish or raven's flight and withdraws, then seeks to blend in with a crowd to hinder pursuit.
Base Statistics Without bear's endurance, bull's strength, cat's grace, false life, mage armor, and shield, Ezren's statistics are Init +1; AC 11, touch 11, flat-footed 10; hp 24; Fort +2, Ref +2; +2 against divine spells and spell-like abilities granted by a divine casting class; Melee mithral dagger +3 (1d4); Ranged ray of frost +3 touch (1d3+1 cold); Str 10, Dex 12, Con 12; CMB +2; CMD 13; Skills Disable Device +2, Stealth +6
----- Statistics -----
Str 14, Dex 16, Con 16, Int 20, Wis 11, Cha 14
Base Atk +2; CMB +4; CMD 17
Feats Deceitful, Divine Defiance, Scribe Scroll, Spell Focus (necromancy)
Skills Appraise +9, Bluff +11 (+12 to fool someone), Diplomacy +8, Disable Device +4, Disguise +10, Knowledge (arcana) +10, Knowledge (dungeoneering, geography, history, nobility, planes, religion) +9, Knowledge (local) +12, Linguistics +10, Perception +4, Sense Motive +7, Spellcraft +10, Stealth +8
Traits Amoral Mercenary, Trustworthy
Languages Abyssal, Draconic, Dwarven, Infernal, Keleshite, Osiriani, Shadowtongue, Taldane, Varisian
SQ shadow spells
Combat Gear acid (2), elixir of hiding, liquid ice, potion of cure light wounds (2), scroll of air bubble (CL 3), scroll of alarm (CL 4), scroll of bear's endurance (CL 4), scroll of bull's strength (CL 4), scroll of cat's grace (CL 4), scroll of disguise self (CL 2), scroll of erase, scroll of infernal healing (2), scroll of invisibility, scroll of spider climb, scroll of resist energy, scroll of youthful appearance, wand of mage armor (50 charges); Other Gear belt pouch, chalk, compass, earplugs, everburning torch, flint and steel, gloves of reconnaissance (hidden by magic aura), hip flask, jewelry (worth 50 gp), mirror, mithral dagger, scroll box, scroll case, spell component pouch, spellbook, thieves' tools, traveler's outfit, waterproof bag, waterskin, 20 gp, 10 sp, 5 cp.
----- Special Abilities -----
Amoral Mercenary Ezren gains a +1 trait bonus on Sense Motive checks, and Sense Motive is a class skill for him. In addition, as an immediate action once per day, Ezren can shift his effective alignment so that he is considered neutral instead of evil for the purpose of good effects that target evil creatures. His alignment does not actually change when he uses this ability.
Equipment Listen gear includes equipment Ezren carries with him when expecting trouble. The rest of his equipment consists mostly of of traveling gear and includes the following: bedroll, blanket, book of letters (Cheliax), courtier's outfit, cypher books, disguise kit, grooming kit, ink, inkpen, journal, mess kit, masterwork backpack, paper (4), pot, teapot, and trail rations (5). When carrying his backpack, Ezren's Strength is considered to be at medium load, and his speed is 20 ft. Ezren uses liquid ice as alchemical power component when attacking with ray of frost (this increases damage by +1 and is included in the statblock).
Face in the Crowd (Sp) As a standard action, Ezren can cause himself to appear so mundane that he blends into his surroundings. All creatures within 30 feet treat him as if he belonged there, effectively ignoring him. Creatures outside of this area my notice him, but as soon as they approach they are affected by the magic and no longer think something is amiss. If Ezren interacts with an affected creature in any way, it gains a Will save (DC 17) to disbelieve the illusion and notice him. The effect lasts for 4 minutes or until dispelled. The minutes do not need to be consecutive, but must be used in 1-minute increments. This is a mind-affecting phantasm effect.
This ability does not turn Ezren invisible and opponents are not considered flat-footed. It does not allow him to disguise himself as a specific individual, type of person, or member of another race, so Ezren cannot blend into a group of uniformed guards or appear as a member of an individual's family, and cannot blend into a group of gnolls. He can blend in with any group made up of different types of people, and can disguise himself (either through magic or more mundane means) to appear as a specific type of person or another race (such as a uniformed guard or a gnoll) before using this ability).
High Stats (Ex) Ezren's ability scores were generated using 20 points. Additionally, he has more gear than an NPC of his level would normally have. These modifications increase his total CR by +1.
Middle-aged (Ex) Ezren physical abilities have been reduced by 1 and mental abilities increased by 1.
Retraining (Ex) As part of his refusal to bow to middle age, Ezren has retrained 2 hp to toughen himself up.
Shadow Spells (Su) Ezren uses his shadow to prepare additional spells. He must spend his entire period of spell preparation in dim illumination to use this ability. He may prepare an additional 2 spell levels of wizard spells, either two 1st-level spells, or one 2nd-level spell. These spells are stored in his shadow. Ezren can only cast these spells when he is in an area of normal light or dim light. He gains Shadowtongue as a bonus language.
Spellbook Ezren's spellbook contains the following spells. Spells marked with an asterisk* belong to Ezren's opposition schools and require two spell slots each to prepare. 0 arcane mark, bleed, dancing lights, detect magic, detect poison, disrupt undead, flare, ghost sound, haunted fey aspect, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance, spark, touch of fatigue; 1st–air bubble*, alarm, ant haul, charm person*, chill touch, color spray, cultural adaptation, detect secret doors, disguise self, endure elements, erase, expeditious retreat, forced quiet, infernal healing, interrogation, magic aura, magic missile, mount*, protection from evil, ray of sickening, shield, shocking grasp, vanish, youthful appearance; 2nd–admonishing ray, bear's endurance, bull's strength, cat's grace, continual flame, darkvision, false life, frigid touch, invisibility, lipstitch, misdirection, raven's flight, resist energy, scorching ray, spider climb, stricken heart
Human ability bonus to Intelligence. Level 4 ability increase to Intelligence. All four favored class options used to improve skills. Hit points are determined by PFS method. Gold has been used for spell scribing (930 gp), combat gear (1847.5 gp), other gear (3021.45 gp), and retraining (180 gp). Ezren has personally scribed every scroll he has, and their cost is half of normal purchase price.
Sources
Pathfinder Roleplaying Game Core Rulebook Everything but the following exceptions.
Pathfinder Adventure Path Hell's Vengeance Player's Guide Amoral Mercenary trait.
Pathfinder Campaign Setting Inner Sea Magic Shadowcaster archetype.
Pathfinder Campaign Setting Inner Sea World Guide The spell infernal healing. Keleshite, Osiriani, Shadowtongue, Taldane, and Varisian languages.
Pathfinder Player Companion Adventurer's Armory Alchemical power components.
Pathfinder Player Companion Faiths & Philosophies The feat Divine Defiance.
Pathfinder Player Companion Heroes of the Wilderness The spell raven's flight.
Pathfinder Player Companion Humans of Golarion The spell cultural adapatation.
Pathfinder Player Companion Inner Sea Primer Mage of the veil arcane school.
Pathfinder Player Companion Pathfinder Society Field Guide The spell lipstitch.
Pathfinder Player Companion Taldor Echoes of Glory The spell admonishing ray.
Pathfinder Roleplaying Game Advanced Class Guide The spell stricken heart.
Pathfinder Roleplaying Game Advanced Player's Guide The spells ant haul, spark, vanish.
Pathfinder Roleplaying Game Ultimate Campaign Trustworthy trait and retraining rules (cost of retraining set to 90 gp per hp).
Pathfinder Roleplaying Game Ultimate Combat The spell air bubble.
Pathfinder Roleplaying Game Ultimate Magic The spells forced quiet, frigid touch, interrogation, ray of sickening, youthful appearance.
Pathfinder Roleplaying Game Ultimate Equipment Book of letters, compass, cypher books, earplugs, gloves of reconnaissance, grooming kit, hip flask, journal, liquid ice, masterwork backpack, mess kit, scroll box, scroll case, teapot, waterproof bag.
So angsty.
cartmanbeck RPG Superstar 2014 Top 16 |
meloriel wrote:Holy hell, this is my favourite so far.Horribly scarred and wearing the pelt of Droogami's cubs as a cloak, I present Lini.
** spoiler omitted **...
That one has my vote too. Incredibly provocative writing. I can picture that version of Lini with a scarred, mean-spirited Droogami cowering next to her and fighting enemies to keep from being beaten. Wowza.
Little Owl |
1 person marked this as a favorite. |
Mirror Universe Harsk CR 4
XP 1,200
Male dwarf ranger (divine tracker) 4
LE Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +9
----- Defense -----
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 38 (4d10+12)
Fort +8, Ref +8, Will +4 (+2 trait bonus vs. mind-affecting effects from outsiders with the good subtype); +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
----- Offense -----
Speed 20 ft.
Melee light mace +6 (1d6+2)
Ranged +1 heavy crossbow +8 (1d10+1/19-20)
Space 5 ft.; Reach 5 ft.
Special Attacks combat style (crossbow), favored enemy (good outsiders +2), hatred
Ranger (Divine Tracker) Spells Prepared (CL 1st; concentration +3)
1st—gravity bow
----- Tactics -----
Before Combat Harsk uses his Double blessing to create mirror images of himself. If he is attempting to infiltrate a group of enemies that may have a spellcaster, he drinks a potion of misdirection.
During Combat Harsk prefers fighting with his crossbow, but he will strike weaker or defenseless enemies with his mace. He prefers to target spellcasters and good outsiders with his Unholy Strike blessing.
Morale Harsk is zealous when combating enemies of his faith and will fight to the death if battling in service to Asmodeus or against good outsiders. If he is less invested in the outcome of the battle, Harsk will flee if reduced to 10 hp.
----- Statistics -----
Str 14, Dex 16, Con 16, Int 10, Wis 14, Cha 8
Base Atk +4; CMB +6 CMD 19 (23 vs. bull rush, 23 vs. trip)
Feats Endurance, Point-Blank Shot, Precise Shot, Rapid Reload
Skills Acrobatics +3 (-1 to jump), Appraise +0 (+2 to assess nonmagical metals or gemstones), Handle Animal +6, Knowledge (geography) +7, Knowledge (nature) +7, Knowledge (planes) +8, Perception +9 (+11 to notice unusual stonework), Stealth +10, Survival +9; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Traits nonchalant thuggery, scion of the nine circles
Languages Common, Dwarven, Infernal
SQ blessings (evil: unholy strike, trickery: double), favored terrain (urban +2), track +2
Combat Gear potion of cure moderate wounds (2), potion of misdirection (2), antitoxin, smokestick; Other Gear +1 studded leather, +1 heavy crossbow, crossbow bolts (30), light mace, cloak of resistance +1, backpack, iron unholy symbol of Asmodeus, signal whistle, teapot, trail rations (4), 187 gp
----- Special Abilities -----
Blessings (5/day) (Su) Pool of power used to activate Blessing abilities.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Good Outsiders +2) (Ex) +2 to rolls vs. Favored Enemy (Good Outsiders) foes.
Favored Terrain (Urban +2) (Ex) +2 to rolls when in Favored Terrain (Urban).
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Reload (Heavy crossbow) You can reload fast with one type of Crossbow or Firearm.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Track +2 Add the listed bonus to survival checks made to track.
Backstory (modified from the NPC Codex entry):
Harsk is an uncommon dwarf. He enjoys the wide skies of the open plains more than claustrophobic tunnels, prefers the taste of tea to alcohol, and handles his battles at range rather than in melee. As a young dwarf, he eschewed the company of his fellows, finding that few things made him happier than crouching in a tree stand with his bow, listening to the wind through the forest leaves and waiting for prey to wander by.
That all changed twenty years ago when his elder brother, a captain named Sigur, led a dwarven war band from Janderhoff against a small party of raiding giants. Out of affection, Sigur offered his less-experienced sibling the chance to come and prove himself as chief scout and second-in-command. Feeling the weight of obligation to his community, Harsk accepted, but the experience only set him further apart from his peers. Night after night, Harsk seethed as his fellow dwarves drunk themselves into oblivion, treating the hunt as more of a festival than a sacred duty. When the dwarves were discovered by the giants' scouts, Harsk felt no remorse as he slipped away into the night, leaving them to the fate their disorder had earned.
Harsk's wandering eventually led him to Cheliax, where he found the order he craved in the laws of Hell. He realized that where free will is unchecked, there will always be those -- like his brother -- who fall short in their duties. To bring about his perfect society, he would hunt the enemies of Hell itself.
Sourcebooks Used:
- Advanced Class Guide - Divine Tracker (archetype)
- Advanced Player's Guide - Combat Style (Crossbow)
(special ability); Gravity Bow (spell)
- Cheliax, Empire of Devils - Nonchalant Thuggery (trait)
- Hell's Vengeance - Scion of the Nine Circles (trait)
- Ultimate Equipment - Teapot (equipment); Unholy
symbol, iron (equipment)
ZanThrax |
I was working on making a mirror Seelah an Oath Against Chaos Paladin w/ the Hellknight Aspirant and Pact Servant traits, but I decided that a version of Seelah that hasn't actually fallen (yet), (despite abandoning Iomedae in favour of the Godclaw over the illegal raid on Citadel Dinyar) may not be in the spirit of the contest.
Soup |
Mirror Universe Iconic Reiko CR 3
XP 1200
Female Human (Tian-Min) Brawler (Snakebite Striker) 1 / Ninja 3
NE Medium humanoid (human)
Init +4; Senses Perception +8
----- Defense -----
AC 15, touch 14, flat-footed 11 (+1 Armor, +4 Dexterity)
hp 32 (1d10+3d8+7)
Fort +4, Ref +9, Will +2
----- Offense -----
Speed 30 ft.
Melee +1 wakizashi +8 (1d6+1/18-20) or
cestus +7 (1d4/19-20) or
kunai +7 (1d4) or
kusarigama +3 (1d3) or
unarmed strike +7 (1d6)
Ranged shuriken +7 (1d2)
Space 5 ft.; Reach 5 ft.
Special Attacks sneak attack +3d6
----- Tactics -----
Before Combat Reiko hides and studies her prey prior to combat, using her disguising abilities to study the target closely. After learning her foes weaknesses she will apply an appropriate poison and/or drink her defensive potions of mage armor and protection from good if she has determined it will help her kill or disable an opponent quickly. Reiko tries to ambush her foes from stealth or invisibility.
During Combat Reiko maneuvers herself to make use of her sneak attacks, either feinting an opponent within 5 feet or using allies to flank. Reiko excels at fighting in a defensive stance, and always uses Combat Expertise. She tries to single out enemies that seem to have weak a fortitude, such as spell casters, first to make her poisons have maximum effect. If cornered, Reiko will use vanishing trick and her acrobatics skill to escape.
Morale Reiko knows that a quick success means less chance of discovery. Reiko will attempt to kill foes quickly but does not hesitate to use her last vanishing trick to escape if she feels that the battle will result in her capture or if faced with an unwinnable situation.
----- Statistics -----
Str 10, Dex 19, Con 13, Int 10, Wis 12, Cha 14
Base Atk +3; CMB +3; CMD 17
Feats Combat Expertise, Improved Feint, Improved Unarmed Strike, Weapon Finesse*
Skills Acrobatics +11, Bluff +9, Climb +4, Disable Device +12, Disguise +20, Escape Artist +11, Perception +8, Sense Motive +6, Sleight of Hand +8, Stealth +11, Swim +4, Use Magic Device +6;
Traits amoral mercenary, threatening defender
Languages Common, Minkaian, Tien
SQ brawler's cunning, ki pool (3 points), martial training, ninja trick (vanishing trick), no trace +1, poison use
Combat Gear potion of cure light wounds (3), potion of darkvision, potion of mage armor (2), potion of pass without trace, potion of protection from good, potion of spider climb, alchemist's fire, bloodroot, blue whinnis, caltrops, drow poison, flash powder, impact foam, smelling salts, smoke pellet, tanglefoot bag, vermin repellent; Other Gear haramaki, +1 wakizashi, cestus, kunai, kusarigama, shuriken (10), hat of disguise*, sleeves of many garments, belt pouch, grappling hook, masterwork backpack, masterwork thieves' tools*, powder, silk rope (50 ft.), soap, tindertwig, wrist sheath, spring loaded, 26 gp, 9 sp, 8 cp
* The effects of this ability are already included in Reiko’s stats.
----- Special Abilities -----
Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites.
Combat Expertise (-0/+1) Bonus to AC in exchange for an equal penalty to attack.
Improved Feint Reiko can make a Bluff check to feint in combat as a move action.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Pool (3/day) (Su) Reiko have a ki pool equal to 1/2 her ninja level + her Charisma modifier.
Martial Training (Ex) Brawler levels count as fighter/monk levels for feat/item pre-requisites and effects.
No Trace (+1) (Ex) Survival DCs to track Reiko are at +1, she also gains +1 to Stealth when she is stationary and not acting.
Poison Use Reiko does not risk poisoning herself accidentally while poisoning a weapon.
Sneak Attack (+3d6) Her attack deals additional damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when she flanks her target. Should Reiko score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
Vanishing Trick (Su) As a swift action, Reiko can disappear for 1 round per level. This ability functions as invisibility. Using this ability uses up 1 ki point.
Reiko’s mother had no wish for her only daughter to follow the path of a ninja, but Reiko was pulled into it after their home was overrun. Her mother was brutally murdered before her and she was taken by a clan of bandits. After surviving for several torturous years in servitude she witnessed the bandits mercilessly slaughtered by ninja after the bandit leader had begun demanding tribute from the local area and disrupting trade. Driven by the fear of the possibility of becoming a victim again, Reiko has devoted herself to learning the killing arts that she saw that night. By using the ways of subtlety and disguise, she has set her eyes on becoming the most accomplished assassin in the Inner Sea.
Advanced Class Guide: Brawler (class); Snakebite Striker (archetype)
Ultimate Combat: Ninja (class); Vanishing Trick (special ability); Haramaki (armor); Kusarigama (weapon); Wakizashi (weapon)
Ultimate Equipment: Powder (equipment); Masterwork Backpack (equipment); Flash Powder (equipment); Smelling Salts (equipment); Vermin Repellent (equipment); Impact Foam (equipment); Sleeves of Many Garments (equipment/magic item)
Adventurer's Armory: Smoke Pellet (equipment); Spring Loaded Wrist Sheath (equipment)
Cheliax, Empire of Devils: Threatening Defender (trait)
Hell's Vengeance: Amoral Mercenary (trait)
Dragon Empires Gezetteer: Tian-Min (Ethnicity); Tien (Language); Minkaian (Language)
Ranged Tactics Toolbox: Kunai (weapon/equipment)
Shadowborn |
** spoiler omitted **...
Omitted the traits line. Let's try that again.
Mirror Universe Alahazra CR 4
XP 1,200
Human oracle 4
CE Medium humanoid (human)
Init +4; Senses darkvision 30 ft.,; Perception +1
----- Defense -----
AC 14, touch 14, flat-footed 11 (+1 deflection, +2 Dex, +1 dodge)
hp 29 (4d8+8)
Fort +2, Ref +3, Will +5
Defensive Abilities cloak of darkness (4 hours/day, +4 armor, +2 Stealth)
Weaknesses oracle's curse (clouded vision)
----- Offense -----
Speed 30 ft.
Melee mwk quarterstaff +4 (1d6) or touch of the void +3 touch (1d6+2 cold)
Ranged +1 light crossbow +6 (1d8+1/19-20)
Special Attacks brain drain 2/day (4d4 damage, 100 ft., Will DC 16), touch of the void 7/day
Oracle Spells Known (CL 4th; concentration +8)
2nd (4/day)—dust of twilight, oracle's burden (DC 16) 1st (7/day)—cause fear (DC 15), cure light wounds, doom (DC 15), entropic shield
0 (at will)—bleed (DC 14), detect magic, detect poison, read magic, resistance, spark
Mystery Dark Tapestry
----- Tactics -----
Before Combat When expecting battle, Alahazra enacts her cloak of darkness and casts entropic shield.
During Combat Alahazra prefers to stay out of melee combat. She uses oracle's burden to hinder enemy archers or spellcasters and cause fear and brain drain to deal with any melee opponents. If forced into hand-to-hand, she uses her touch of the void ability before relying on her staff.
Modified States With her preparatory spells and abilities in place, Alahazra has the following stats: AC 18, touch 14, flat-footed 15; Defensive Abilities 20% miss chance vs. ranged attacks; Skills Stealth +4
----- Statistics -----
Str 10, Dex 14, Con 13, Int 12, Wis 12, Cha 18
Base Atk +3; CMB +3; CMD 15
Feats Abundant Revelations (brain drain), Dodge, Extra Revelation
Traits Erratic Malefactor, Scholar of the Great Beyond
Skills Diplomacy +13, Intimidate +10, Knowledge (history) +11, Knowledge (planes) +11, Sense Motive +10, Spellcraft +10, Stealth +2
Languages Aklo, Common, Osiriani
SQ revelation (brain drain, cloak of darkness, touch of the void)
Combat Gear liquid ice (2), potion of gaseous form, scroll of darkness, scroll of protection from energy, wand of ray of sickening (10 charges); Other Gear masterwork quarterstaff, +1 light crossbow and 20 bolts, ring of protection +1, backpack, ivory and obsidian necklace worth 75 gp, scroll of eagle's splendor, silver holy symbol, spell component pouch, 56 gp
----- Special Abilities -----
Brain Drain (Su) Alahazra can take a standard action to violently probe the mind of a single intelligent enemy within 100 feet. The target receives a Will save to negate the effect and immediately knows the source of this harmful mental prying. Those who fail this save are wracked with pain, taking 4d4 points of damage. After successfully attacking with this ability, Alahazra may use a full-round action to sort through the jumble of stolen thoughts and memories to make a single Knowledge check using the victim's skill bonus. The randomly stolen thoughts remain in her mind for 4 rounds. Treat the knowledge gained as if she had cast detect thoughts. This is a mind-affecting effect.
Cloak of Shadows (Su) Alahazra conjures a cloak of shadowy darkness that grants her a +4 armor bonus and a +2 circumstance bonus on Stealth checks. She can use this cloak for 4 hours per day. The duration does not need to be consecutive, but it must be spent in 1-hour increments.
Touch of the Void (Su) As a standard action, Alahazra can perform a melee touch attack that deals 1d6+2 point of cold damage. She can use this ability a number of times per day equal to 3 + her Charisma modifier.
WalterGM RPG Superstar Season 9 Top 8 |
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Valeros once fought alongside a well known group of adventurers that traveled from Sandpoint to Magnimar helping those in need and filling their pockets with honest coin when they could. So together they would have continued, had an incident inside the infamous Hollow Mountain not left him beaten and crippled. His companions tended the wounds as best they could but an ancient Thassilonian toxin had filled his veins and paralyzed his legs. Grimly, they could find no cure. Eventually the time came for them to move on.
They did, and as Valeros watched the seasons change from his bed he grew more bitter with each passing month. Here he lay, trapped by his body, with only Ezren's constant stream of letters to keep him company. Letters that spoke of new adventures and further heroics, of new legends being forged without him. Jealously gripped Valeros, and he reached out to others he once knew--anyone who might know of a cure. It was Damiel, the alchemist, that came to him. He theorized a concoction, something that would either turn Valeros into a monster or return the feeling to his legs. Without second thought he drank the madman's ichor, and thrashed in pain as the liquid burned through him.
But Valeros had moved again.
Damiel cackled with excitement, ecstatic that his strange brew had succeeded. As he turned to scribble frantically in his journal, he remarked that it was sheer luck that Valeros had not become some twisted monster.
But he had.
In a single swift motion, Valeros held a hand over the elf's mouth and stabbed him from behind, punching the letter opener from his nightstand through Damiel's thin leather armor. Valeros held fast as the alchemist struggled, before pushing the knife in deeper and silencing his screams.
He sold the strange alchemical contraptions Damiel had brought, along with his trinkets and other eccentricities. With the coin he purchased a new set of adventuring gear-- a shorter blade that was easy to hide, a shield to conceal his former iconic fighting style. He kept some of the elf's vials and potions, the ones that were marked at least, and booked passage on the first ship leaving Magnimar.
As the City of Secrets began to disappear from view, Valeros turned his thoughts inward. He'd have his adventures again. He'd have his heroics. Valeros regarded the bloody letter opener for a moment--wiping Damiel's blood from the blade it before tucking it away--and for the first time in a long time, his trademark smirk reappeared. He unfolded one of Ezren's letters and turned it over, noting the sender's address: Absalom.
He'd have his own story, and in it, he'd have his revenge.
XP 1,200
Male human fighter 1 / brawler (snakebite striker) 3
NE Medium humanoid (human)
Init +2; Senses Perception +7
----- Defense -----
AC 22, touch 12, flat-footed 20 (+7 armor, +2 Dex, +3 shield)
hp 39 (4d10+11)
Fort +7, Ref +7, Will +3
----- Offense -----
Speed 30 ft., 20 ft. in armor
Melee +1 shortsword flurry +7/+7 (1d6+5/19-20) or
+1 shortsword +9 (1d6+5/19-20) or
unarmed strike +8 (1d6+4)
Ranged shortbow +6 (1d6/x3)
Special Attacks sneak attack +2d6
----- Tactics -----
Before Combat Should he have time to ready himself, Valeros lurks out of sight and attempts to catch is opponents unaware.
During Combat Gone is the bold Valeros who meets his opponents head on in fair combat. What remains is a man who will do whatever it takes to survive in battle. If possible, Valeros targets the physically weakest opponent in battle, hoping that by breaking them he'll also break his enemies spirit. He feints his enemies as he approaches (by use of snake feint) and then either sneak attacks or afflicts them with a dirty trick. When he dirty tricks an opponent he primarily attempts to blind them--pulling hoods over their faces, throwing handfuls of sand or glass shards into their eyes eyes, etc. Otherwise, he tries to sicken them--sending shots at their kidneys or knees to their groin.
Morale Valeros serves only himself, and if combat appears unwinnable he'll abandon whatever temporary allies he has and attempt to flee--breaking for cover and using stealth to cover his retreat. Should such efforts fail, he'll surrender, feigning a cordial smile from his former life and offering whatever help he can to his captors. Once an opportunity arises to escape, he'll do so--killing only as required to facilitate his freedom.
----- Statistics -----
Str 18, Dex 14, Con 14, Int 10, Wis 14, Cha 8
Base Atk +4; CMB +8 (+10 Dirty Trick); CMD 20 (22 vs. Dirty Trick)
Feats Accomplished Sneak Attacker*, Dirty Fighting, Improved Dirty Trick, Improved Feint, Improved Unarmed Strike, Power Attack
Skills Acrobatics +4, Bluff +9, Climb +4, Knowledge (local) +4, Perception +7, Sense Motive +8, Stealth +4, Swim +4
Traits Amoral Mercenary*, Cunning Liar*
Languages Common
SQ brawler's cunning*, brawler's flurry (Two-Weapon Fighting)*, martial training*, snake feint*, unarmed strike*
Combat Gear potions of cure moderate wounds (2), potion of disguise self, potion of protection from good, acid flask, alchemist's fire (2), antitoxin, diamond dust vials (4), dust knuckles, holy water; Other Gear +1 breastplate, +1 heavy steel shield, +1 shortsword, alchemical silver shortsword, cold iron handaxe, shortbow with 20 arrows, backpack, bedroll, crowbar, everburning torch, gilded letter opener (functions as a dagger), grappling hook, hemp rope (50 ft.), trail rations (2), waterskin (filled with Chelish wine), 16 gp, 7 sp.
----- Special Abilities -----
Amoral Mercenary Once per day as an immediate action he can shift his effective alignment so that he is considered neutral instead of evil for the purpose of good effects that target evil creatures (such as holy smite or a paladin's smite evil ability). Your alignment does not actual change when he uses this trait.
Brawler's Flurry Whenever Valeros takes a full-attack action, he can take an additional attack with his handaxe, shortsword, or unarmed strike. If he does this, all attacks for the round suffer a -2 penalty. This is already calculated for his shortsword.
Dirty Fighting When Valeros attempts a combat maneuver check against a foe he is flanking, he can forgo the +2 bonus on his attack roll for flanking to instead have the combat maneuver not provoke an attack of opportunity. If Valeros performs the dirty trick combat maneuver he can instead increase the bonus on his attack roll for flanking to +4 for the combat maneuver check.
Feint Valeros may choose to feint an opponent as a move action, or as part an action taken to move. To do so, he makes a Bluff check against the opponent. The DC for this check is equal to 10 + the opponent's base attack bonus + the opponent's Wisdom modifier. If his opponent is trained in Sense Motive, the DC is instead equal to 10 + the opponent's Sense Motive bonus, if higher. If the check is successful, the next melee attack Valeros makes against the target does not allow them to use their Dexterity bonus to AC (if any). Valeros must make this attack on or before his next turn.
Power Attack Before attacking, Valeros may choose to take a -2 penalty on all melee attack rolls and combat maneuver checks until his next turn and gain a +4 bonus on all melee damage.
Snake Feint When using a move action to move, Valeros can feint an opponent.
Sneak Attack If Valeros can catch an opponent when it is unable to defend itself effectively from his attack, he can strike a vital spot for extra damage. His attack deals an additional +2d6 points of damage anytime her target would be denied a Dexterity bonus to AC (such as after a feint), or when he flanks his target. Should Valeros score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
Amoral Mercenary is from the Hell's Vengeance Player's Guide
Cunning Liar is from Ultimate Campaign
Dirty Fighting is from the Dirty Tactics Toolbox
Dust Knuckles are from the Advanced Class Guide
Improved Dirty Trick and the dirty trick combat maneuver are from the Advanced Player's Guide
Snakebite Striker archetype is from the Advanced Class Guide
Corneleus Idaho |
There is far to little Lem in this thread!
** spoiler omitted **...
Court Bard ArchetypeAdvanced Player's Guide
Taunt- Advanced Player's Guide
Grim Optimism- Pathfinder Player Companion: Quests & Campaigns
Craven- Advanced Race Guide
Human Shadow- Inner Sea Races
Also, I realize Evil Lem would be much better suited as a Lawful Evil character with the "Good Slip" trait instead of "Erratic Malfactor" based on the backstory. I would have fixed this a couple weeks ago, but it's been a busy month.
Nargemn |
3 people marked this as a favorite. |
Chaining her deep in their camp at the forest's heart, the druids tortured the young gnome in body and spirit. When they discovered the carefully cared for collection of sticks she kept, they snapped them before her eyes, throwing the splinters to the ground and grinding them into the dirt. She screamed in agony as they carved depraved prayers to their god in her flesh, and made her watch as they visited the same fate upon her loyal snow leopard friend Droogami.
Much to her captor's delight, Lini proved to be a difficult victim to break, hardy and defiant as she was. Years passed, and to her horror, Lini realized the affliction all gnomes feared had begun to come upon her; the Bleaching. With nothing new to experience save for endless hours of excruciating torture, her skin and hair lost their vibrancy as they became a pallid reflection of their previous bright hue. Eventually, she succumbed to the affliction, and for a moment seemed to die.
To everyone's surprise, the withered woman awoke seconds later, a gleam of new life in her eyes. Something snapped in her mind in those moments she spent in oblivion, and a divine truth took hold in her shattered mind. Life was pain, and anyone foolish enough to believe otherwise needed only be shown the error of their ways. She surprised the druids then, demanding to join their order. She was now an albino, the same as them, and she would serve their shadowy goals in the name of Zon-Kuthon and the painful existence he promised.
Upon passing the trials and initiation into the Uskwood druids, Lini found herself reunited with a much changed Droogami. The cat had suffered as she had, and the thousands of deep scars in his tortured flesh matched her own. As last together again, the pair began to hunt the Uskwood, serving both Nidal and the shadowy whims of Zon-Kuthon.
With the growing risk of rebellion in neighboring Cheliax, Nidal has called for agents to lend aid to their diabolical allies in House Thrune. Eagerly Lini offered the services of Droogami and herself, so that she might teach such treacherous upstarts the universal truth of divine pain and blissful agony that all must come to understand
Lini of the Uskwood CR 4
XP 1,200
Female bleachling gnome druid of Zon-Kuthon 4 (Inner Sea World Guide 26)
NE Small humanoid (gnome)
Init +1; Senses low-light vision; Perception +11 (+13 to act in the surprise round in uncivilized areas)
----- Defense -----
AC 16, touch 13, flat-footed 15 (+2 armor, +1 deflection, +1 Dex, +1 natural, +1 size); +2 dodge in forests
hp 37 (4d8+16)
Fort +8, Ref +3, Will +8; +4 vs. fey and plant-targeted effects, +2 vs. illusions
Immune aging
----- Offense -----
Speed 30 ft.
Melee mwk sickle +3 (1d4-1)
Ranged sling +4 (1d3-1)
Special Attacks wild shape 1/day
Gnome Spell-Like Abilities (CL 4th; concentration +6)
At will—speak with animals
1/day—dancing lights, ghost sound (DC 12), prestidigitation
Druid Spells Prepared (CL 4th; concentration +7)
2nd—barkskin, chill touch (DC 15), spectral hand
1st—bristle, entangle (DC 14), touch of bloodletting (DC 14), touch of fatigue (DC 14)
0 (at will)—detect magic, guidance, ray of frost, purify food and drink
----- Tactics -----
Before Combat Lini casts bristle on Droogami and spectral hand on herself.
During Combat Lini keeps her distance, allowing Droogami to suffer the brunt of her foe's attention, while she inflicts them with chill touch, touch of bloodletting, and touch of fatigue through her spectral hand. Against foes in the wilderness, Lini will try to trap them with entangle, and instead wear them down with magical bullets from her scroll of magic stone.
Morale Should Droogami fall in combat, Lini flees, using entangle to slow down her foe if it is still available. She uses her wild shape ability to assume the form of a great horned owl, escaping into the sky.
----- Statistics -----
Str 9, Dex 12, Con 16, Int 12, Wis 16, Cha 14
Base Atk +3; CMB +1; CMD 12
Feats Natural Spell, Shade of the Uskwood
Skills Diplomacy +6 (+7 to gather information), Handle Animal +8, Heal +7, Knowledge (geography) +5, Knowledge (nature) +9, Perception +11, Profession (torturer) +9, Ride +5, Spellcraft +8, Survival +9; Racial Modifiers +2 Perception, +2 Profession (torturer)
Traits forest senses, Thrune informant
Languages Common, Druidic, Gnome, Shadowtongue, Sylvan
SQ bleachling, nature bond (animal companion), nature sense, trackless step, wild empathy +6, woodland stride
Combat Gear scroll of hide from animals, scrolls of magic fang (2), scrolls of magic stone (2), wand of cure light wounds (15 charges); Other Gear mwk leather armor, mwk sickle, sling with 10 bullets, amulet of natural armor +1, cloak of resistance +1, ring of protection +1, belt pouch, mistletoe, moonrod, spell component pouch, traveler's outfit, trail rations (2), Umbrae-Token, 8 gp, 9 sp, 5 cp
Animal Companion Lini's snow leopard animal companion, Droogami, has the following statistics:
Size Medium; AC 18; hp 26; Fort +6, Ref +9, Will +2; Defensive Abilities evasion; Speed 50 ft.; Melee bite +8 (1d6+3 plus trip), 2 claws +8 (1d3+3); Str 17, Dex 21, Con 15, Int 2, Wis 12, Cha 6; Feats Skill Focus (Stealth), Weapon Finesse; Skills Acrobatics +9 (+17 when jumping), Climb +7, Perception +5, Stealth +12; SQ link, low-light vision, scent, share spells, sprint (move 500 feet when charging 1/hour), tricks (attack [all creatures], come, defend, down, fetch, guard, heel, stay)
Bleachling As a gnome who has undergone the Bleaching and survived, Lini has gained strange new powers. She becomes immune to natural aging, and may use her speak with animals spell-like ability at will.
Bond to the Land Lini gains a +2 dodge bonus to her AC whenever in a forest terrain. This replaces a traditional gnome's defensive training and hatred racial traits.
Forest Senses When in any unsettled, uncivilized terrain, Lini gains a +2 trait bonus on Perception checks to act during a surprise round, and takes no penalty on Perception checks while sleeping.
Natural Spell While using wild shape, Lini can complete the verbal and somatic components of spells, and use material components or focuses that are melded into her form.
Shade of the Uskwood Lini carries with her a powerful effigy of hair, twigs, and blood known as an Umbrae-Token. This potent object ties her soul to that of the Uskwood, and is treated as a wooden unholy symbol that radiates faint necromancy magic. She adds the following spells to her druid spell list: 0 – disrupt undead, ray of frost; 1st – ghost sound, touch of fatigue; 2nd – chill touch, spectral hand; 3rd – ghoul touch, invisibility; 4th – displacement, ray of exhaustion; 5th – animate dead, phantasmal killer; 6th – nightmare, waves of fatigue; 7th – circle of death, shadow walk; 8th – mass invisibility, waves of exhaustion; 9th – horrid wilting, weird. She removes all spells with the [fire] descriptor from all of her spell lists, and cannot cast any spells with the fire descriptor. She may not activate any such spells off scrolls, wands, or any other magic devices. In addition, she may not use wild shape to take the form of any creature with the fire subtype.
Spontaneous Casting Lini can exchange any prepared spell that is not an orison for a summon nature's ally spell of the same spell level or lower as she casts the spell.
Thrune Informant As an agent of House Thrune, Lini gains a +1 trait bonus on Diplomacy checks to gather information, disguise checks, and Knowledge (local) checks, and Diplomacy is a class skill for her.
Trackless Step (Ex) Lini leaves no trail in natural surroundings and can't be tracked.
Wild Empathy (Ex) Lini can improve the attitude of an animal by using wild empathy (like using Diplomacy with people). Her bonus on this check is +6. She can try influencing a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on such a check.
Wild Shape (Su) Once per day, Lini can turn herself into a Small or Medium animal and back again, like the beast shape 1 spell. This lasts 4 hours or until she changes back. Changing to or back from an animal is a standard action that doesn't provoke attacks of opportunity. Lini can't speak while using wild shape, but can communicate with animals of the same general type.
Woodland Stride (Ex) Lini can move through nonmagical undergrowth at normal speed and without taking damage.
bleachling (Inner Sea World Guide 26)
bond to the land (Advanced Race Guide 32)
bristle (Advanced Player's Guide 207)
forest senses (Heroes of the Wild 7)
great horned owl (bestiary 3 213)
Moonrod (Advanced Race Guide 37)
Shade of the Uskwood (Inner Sea World Guide 288)
Shadowtongue (Inner Sea World Guide 251)
Thrune informant (Hell's Vengeance Player's Guide 13)
touch of bloodletting (Inner Sea Gods 243)
John Scala |
Just as the Pallid Princess escaped the boneyard, so too did Imrijka escape the dull piety of Gravecharge.
Darkest Timeline Imrijka CR 4
NE Medium humanoid (human, orc)
Init +6; Senses darkvision 60ft.; Perception +9
----- Defense -----
AC 20, touch 13, flat-footed 17 (+7 armor, +3 Dex)
hp 31 (4d8+16)
Fort +6, Ref +6, Will +7 (+2 Will vs. non-Urgathoa divine spells)
----- Offense -----
Speed 20 ft.
Melee mwk. scythe +5 (2d4+1/x4)
Ranged +1 Longbow +8 (1d8+1/x3)
Special Attacks 5/day bleeding touch, 1/day orc ferocity
Spell-Like Abilities (CL 4th; concentration +6)
At will—detect chaos, detect evil, detect good, detect law
Inquisitor Spells Known (CL 4th; concentration +6)
2nd—(2/day) darkness, invisibility
1st—(4/day)disguise self, heightened awareness, inflict light wounds (DC 13), shield of faith
0 (at will)—acid splash, bleed, brand, detect magic, detect poison, guidance
----- Tactics -----
Before Combat Given time to prepare Imrijka casts heightened awareness and shield of faith on herself and drinks her potion of barkskin.
During Combat Imrijka casts darkness on Brel, letting her undead companion rush into the fray and obscure her enemies’ vision. She assumes the aspect of the tiger and switches Brel to the aspect of the bull. Imrijka prefers to stay at range, using her Friendly Fire feat to provide openings for her festrog to strike
Morale Imrijka never wishes to see the Boneyard, if reduced to 8 hit points or fewer she casts invisibility and flees.
----- Statistics -----
Str 12, Dex 18, Con 12, Int 12, Wis 15, Cha 10
Base Atk +3; CMB +4; CMD 18
Feats Friendly Fire, Point-Blank Shot, Precise Shot
Skills Intimidate +11, Knowledge (arcana) +6 (+8 to identify monsters), Knowledge (dungeoneering) +6 (+8 to identify monsters), Knowledge (nature) +6 (+8 to identify monsters), Knowledge (religion) +8 (+10 to identify monsters), Perception +9, Sense Motive +12, Stealth +7, Survival +8 (+10 to follow tracks) Racial Modifiers +2 Intimidate
Traits amoral mercenary, disdainful defender
Languages Common, Necril, Orc
SQ animal focus 4/day, bleeding touch 5/day, cunning initiative, detect alignment, hunter tactics, monster lore, stern gaze +2, track +2
Combat Gear potion of barkskin, scroll of cure moderate wounds, scroll of inflict moderate wounds, scroll of see invisibility
Other Gear mwk. scythe, +1 longbow, +1 breastplate, cloak of resistance +1 207gp
----- Special Abilities -----
Animal Companion (Ex) See below
Bleeding Touch (Sp) Five times per day Imrijka can cause a living creature to take 1d6 points of damage per round as a melee touch attack. This effect persists for two rounds or until stopped with a DC 15 Heal check or any spell or effect that heals damage.
Hunter Tactics (Ex) Imrijka automatically grants her teamwork feats to her undead companion. The companion doesn't need to meet the prerequisites of these teamwork feats.
Animal Focus (Su) Imrijka can take on one of the following aspects of an animal as a swift action for 4 minutes per day in 1 minute increments. Brel always has one of these aspects active, if Brel is destroyed Imrijka can always have one aspect active in addition to a second aspect active for one minute per day. Bat darkvision to a range of 60 feet. Bear: +2 enhancement bonus to Constitution. Bull: +2 enhancement bonus to Strength. Falcon: +4 competence bonus on Perception checks. Frog: +4 competence bonus on Swim checks and on Acrobatics checks to jump. Monkey: +4 competence bonus on Climb checks. Mouse: evasion, as the rogue class feature. Owl: +4 competence bonus on Stealth checks. Snake: +2 bonus on attack rolls when making attacks of opportunity and a +2 dodge bonus to AC against attacks of opportunity. Stag: 5-foot enhancement bonus to base land speed. Tiger: +2 enhancement bonus to Dexterity. Wolf: the scent ability with a range of 10 feet.
Brel CR --
NE Medium undead
Init +1; Senses darkvision 60ft, scent; Perception +5
----- Defense -----
AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
hp 36 (4d8+16)
Fort +8, Ref +7, Will +2
Defensive Abilities evasion Immune undead traits
----- Offense -----
Speed 30 ft., four-footed run
Melee bite +7 (1d6+4 plus feed), 2 claws +7 (1d6+4)
Special Attacks charging trip, diseased pustules (DC 16)
----- Tactics -----
See Above
----- Statistics -----
Str 18, Dex 16, Con --, Int 2, Wis 12, Cha 18
Base Atk +3; CMB +7; CMD 20 (24 vs.trip)
Feats Friendly Fire, Power Attack, Improved Natural Attack (claw)
Skills Climb +8, Perception +5, Stealth +7, Survival +2
Languages Common (can’t speak)
SQ charging trip, diseased pustules, evasion, link, share spells
----- Special Abilities -----
Charging Trip (Ex) When Brel hits with its bite after making a charge attack on all fours can attempt to trip its opponent (+4 bonus). This trip does not provoke attacks of opportunity.
Diseased Pustules (Ex) When Brel takes damage from a piercing or slashing weapon, some of its boils rupture, squirting the attacker with puslike fluids. The noxious secretions carry a potent contact disease that causes those infected to break out into painful necrotic boils.
Necrotic Boils Disease -- contact; save Fort DC 16; onset 1 day; frequency 1/day; effect 1d4 Con; cure 1 save.
Four-Footed Run (Ex) Brel can run on all fours at speed of 50 feet if it doesn't hold or carry anything in its hands. When running on all fours, it is treated as if it had the Run feat.
Note: Because the Festrog is a fair bit stronger than the standard animal companion, so for balance purposes I used the base stats for a dog and took away its feed ability.
Sources
Advanced Player’s Guide: Inquisitor, brand
Bestiary: Improved Natural Attack
Bestiary 3: Festrog
Champions of Corruption: Friendly Fire
Hell’s Vengeance Player’s Guide: Amoral Mercenary
Ultimate Campaign: Disdainful Defender
Theron Pearroc |
3 people marked this as a favorite. |
Bloated and bulbous, Amiri the Ravenous appears in heavy plate armor, with an oversized blade in hand.
Despite her superior skills in combat, Amiri was an outcast among the people of the Six Bears for refusing to fit into the expected gender roles of her tribe. She grew increasingly cold and bitter with every refusal by her fellow warriors to acknowledge her might, until eventually Amiri finally found acceptance in the dogma of the Pale Maiden. Twisted by her obsession with her own strength, Amiri pledged herself to Urgathoa, and was further empowered by her dark oath. Patiently, she awaited an opportunity to show her kin what she was truly capable of.
Soon after, a snow storm lasting nearly two weeks separated her raiding party from the tribe with few provisions. After the storm cleared, Amiri returned as the lone survivor, but rather than appearing emaciated from hunger, she possessed a stature more rotund than when the party had originally set out, and with the blade of a frost giant in tow. All manner of suspicions and stories abound after her return, but the sole explanation Amiri would offer was “Only the strong survive.” Amiri reveled in the looks of fear and hatred from the people of the Six Bears, for finally they understood her power. Believing banishment was inevitable, she made her way south to more civilized lands, but not before nearly all of the Six Bears warriors were afflicted with an unusual wasting contagion.
Now possessing the corpulence one would normally attain through decades of over-indulgence, Amiri the Ravenous engages in combat with a religious zeal possessed by few, and feared by many. She is renowned as a hired sword with an unflinching moral apathy, and a penchant for dealing out death. She enjoys all manner of carnal deprivations, and prefers most everything in excess.
Mirror Universe Amiri CR 4
XP 1,200
Female human barbarian (armored hulk) 1/ cleric of urgathoa (theologian) 3
NE Medium humanoid (human)
Init +1; Senses Perception +6
----- Defense -----
AC 19, touch 9, flat-footed 19 (+10 armor, -1 Dex, +2 deflection, –2 rage)
hp 46 (4 HD; 1d12+3d8+19)
Fort +9, Ref +0, Will +7
----- Offense -----
Speed 20 ft.
Melee +1 Large bastard sword +11 (2d8+13/19–20), or gauntlet +11 (1d3+8)
Ranged heavy crossbow +2 (1d10/19–20)
Special Attacks channel negative energy 4/day (DC 13, 2d6), ferocious strike (+2, 5/day), rage (6 rounds/day)
Cleric Spells Prepared (CL 3rd; concentration +5)
2nd—bull's strengthD, cure moderate wounds, lesser animate dead
1st—deathwatch, enlarge personD (DC 13), hide from undead, shield of faith
0 (at will)—create water, light, purify food and drink, spark (DC 12)
D Domain spell; Domain Strength; Subdomain Ferocity
----- Tactics -----
Before Combat Amiri prefers to have at least two zombie minions accompany her whenever possible. Most commonly she purchases untrained animals (usually riding dogs), feasts upon choice organs during a bloody ritual meal in the name of Urgathoa, and then casts lesser animate dead on the corpse. If aware of combat in advance, she casts bull’s strength, and shield of faith on herself.
During Combat Amiri directs her riding dog zombies to attack obvious spell casters or ranged combatants, before casting enlarge person on herself. Afterwards she rages and engages the toughest looking opponent in melee using ferocious strike. She uses channel negative energy to heal her undead minions as required, but only if doing so wouldn’t keep her from felling an opponent or put her in immediate danger.
Base Statistics Without bull’s strength, and shield of faith, and when not raging her statistics are hp 38; Fort +7; Ref +0, Will +5; Melee +1 Large bastard sword +7 (2d8+7/19–20), or gauntlet +7 (1d3+4); Ranged heavy crossbow +2 (1d10/19–20); Str 18, Con 14; CMB +7; CMD 16; Skills Climb –1, Swim –1.
Morale Amiri sees her undead minions as weapons, so regardless of the fact they were once living creatures she treats them no differently than she would treat any piece of replaceable equipment. She considers retreat an insult to her goddess, and would rather die at the hands of a more powerful opponent, than to flee and survive as a blasphemous coward.
----- Statistics -----
Str 26, Dex 8, Con 18, Int 10, Wis 15, Cha 12
Base Atk +3; CMB +11; CMD 20
Feats Command Undead, Exotic Weapon Proficiency (bastard sword), Weapon Focus (bastard sword)
Skills Appraise +7, Climb +3, Intimidate +8, Knowledge (religion) +7, Perception +6, Sense Motive +6, Swim +3; Armor Check Penalty –5
Traits erratic malefactor, sacred conduit
Languages Common
SQ aura (moderate evil), focused domain, indomitable stance, spontaneous casting
Combat Gear scroll of cure light wounds (3); Other Gear +1 full plate, +1 Large bastard sword, silver dagger, heavy crossbow with 10 bolts, backpack, candles (10), onyx gems (3, worth 75 gp), oversized unholy text (worth 100 gp), riding dog zombie (2), silver unholy symbol, spell component pouch, waterskin, 39 gp, 9 sp
----- Special Abilities -----
Channel Negative Energy (Su) Amiri can release a wave of negative energy by channeling divine power through her unholy symbol. This energy can be used to cause damage to living creatures or to heal undead creatures. Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on Amiri. Creatures that take damage from channeled energy may attempt a DC 13 Will saving throw to halve the damage. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. Amiri can channel energy 4 times per day as a standard action that does not provoke an attack of opportunity. Amiri can choose whether or not to include herself in this effect. She must be able to present her unholy symbol to use this ability.
Erratic Malefactor Amiri’s unpredictability and volatile temperament gives her an advantage over her foes. She gains a +2 trait bonus on initiative checks. In addition, she is willing to work with others, and has learned to use her allies’ strengths to reinforce her own skills and abilities. Once per day, as long as an ally is within 10 feet of Amiri, she can reroll a single attack roll or skill check before success or failure is known. She must take the results of the second roll, even if it is worse.
Ferocious Strike (Su) Whenever Amiri makes a melee attack, she can designate that attack as a ferocious strike. If the attack hits, it deals an additional 2 points of damage. Amiri can use ferocious strike 5 times per day.
Focused Domain Amiri only possess the Strength domain, with the Ferocity subdomain. All level-dependent effects of the granted powers function as if she were two cleric levels higher than her actual cleric level. This does not allow her to gain domain-granted powers earlier than normal. She can prepare domain spells using her non-domain slots. She cannot use her spontaneous casting ability on domain spells, even if they are prepared in non-domain slots.
Indomitable Stance (Ex) Amiri gains a +1 bonus on combat maneuver checks and to CMD for overrun combat maneuvers, and on Reflex saves against trample attacks. She also gains a +1 bonus to her AC against charge attacks and on attack and damage rolls against charging creatures.
Large Bastard Sword The sword Amiri carries is difficult for her to wield because it was created to be swung by a giant. She takes a –2 penalty on attack rolls with the sword (this is already calculated into her attack bonus). Though a bastard sword can normally be wielded in one hand, Amiri must use two hands because the sword is sized for a Large creature. The sword deals 2d8 points of damage because of its Large size.
Rage (Ex) As a free action, Amiri can go into a rage that makes her deadlier, tougher, and dauntless—but easier to hit. When raging, Amiri gains a +4 morale bonus to her Strength and Constitution, a +2 morale bonus on Will saves, and a –2 penalty to AC. She can rage for a total of 6 rounds per day, and can end a rage as a free action. When her rage ends, she loses the hit points she gained from raging, and if this brings her below 0 hit points, she falls unconscious and begins dying. Ending her rage also makes her fatigued (imparting a –2 penalty to her Strength and Dexterity) for 2 rounds for every round she spent in a rage, and she can’t rage while fatigued or exhausted. While raging, she can’t use Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride), or any ability that requires patience or concentration.
Sacred Conduit Whenever Amiri choses to channel negative energy, she gains a +1 trait bonus to the save DC of her channeled energy.
Spontaneous Casting Amiri can exchange any prepared spell (other than an orison or a domain spell) for an inflict spell of the same spell level or lower as she casts the spell.
Riding Dog Zombie CR 1
XP 400
NE Medium undead
Init +1; Senses darkvision 60 ft.; Perception +0
----- Defense -----
AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
hp 16 (3d8+3)
Fort +1, Ref +2, Will +3
DR 5/slashing; Immune undead traits
----- Offense -----
Speed 40 ft.
Melee bite +5 (1d6+5 plus trip), slam +5 (1d6+5)
----- Statistics -----
Str 17, Dex 13, Con -, Int -, Wis 10, Cha 10
Base Atk +2; CMB +5; CMD 16 (20 vs. trip)
Feats ToughnessB
Skills Acrobatics +1 (+5 when jumping)
SQ staggered
----- Special Abilities -----
Staggered (Ex) Zombies have poor reflexes and can only perform a single move action or standard action each round. A zombie can move up to its speed and attack in the same round as a charge action.
Citations Pathfinder Adventure Path: Hell’s Vengeance Player’s Guide, Pathfinder RPG: Advanced Player’s Guide, Pathfinder RPG: Bestiary, Pathfinder RPG: Core Rulebook, Pathfinder RPG: Ultimate Combat, Pathfinder RPG: Ultimate Equipment, Pathfinder RPG: Ultimate Magic, Pathfinder Society: Pregenerated Characters - Amiri
Kigvan |
Alain Germande CR 4
XP 1,200
Human cavalier (ghost rider) (APG, OA) 4
NE Medium humanoid (human)
Init +1; Senses Perception +0
----- Defense -----
AC 22, touch 11, flat-footed 21 (+9 Armor, +2 Shield, +1 Dex)
hp 38 (4d10+12)
Fort +6, Ref +2, Will +1
Immune fear
----- Offense -----
Speed 20 ft.
Melee +1 long sword +9 (1d8+5/19-20), or mwk lance +9 (1d8+6/x3), or flail +8 (1d8+4), or dagger +8 (1d4+4)
Ranged short bow +5 (1d6/x3)
Reach 5 ft. (10 ft. with lance)
Special Attacks braggart (APG), challenge 2/day (+4 damage, additional +2 damage as long as no other ally other than Donohan threatens the foe) (APG), frightful gaze (DC 14, 2/day)(OA)
----- Tactics -----
Before Combat Alain drinks his potion of bull's strength to enhance his combat prowess and his intimidation through his Intimidating Prowess feat.
During Combat Alain relishes defeating foes both physically and emotionally. He starts combat wielding his lance in a mounted charge, challenging the most physically impressive foe. After engaging his opponents, Alain drops his lance, draws his sword and uses his braggart ability. He uses the Hurtful feat whenever he successfully demoralizes a foe. Alain uses Power Attack with his attacks unless he misses twice in a row.
Morale While motivated primarily by his own glory, Alain will flee if reduced to 8 hp, hoping that his mounted mobility will keep him safe. He drinks his potion of cure light wounds when he is no longer engaged in combat, continuing to direct Donahan away from the fray. Alain will gladly sacrifice others in his command to secure his own safety.
----- Statistics -----
Str 18, Dex 13, Con 14, Int 10, Wis 10, Cha 14
Base Atk +4; CMB +8; CMD 19
Feats Dazzling Display (APG), Hurtful (MC), Intimidating Prowess, Power Attack
Skills Bluff +8, Diplomacy +11, Handle Animal +6 (+10 with Donohan), Intimidate +13, Ride +3 (+8 on Donohan) (+2 to remain in the saddle), Sense Motive +8; Racial Modifiers +2 Bluff, +2 Diplomacy, +2 Sense Motive
Traits Amoral Mercenary (HVPG), Memorable (QC)
Languages Common
SQ etheric tether (OA), fearless (OA), ghost mount (OA) (phantom horse named Donohan), order of the cockatrice (braggart) (APG), silver tongued (ARG)
Combat Gear alchemist's fire (2), potion of bull's strength, potion of cure light wounds; Other Gear +1 full plate, mwk heavy wooden shield, +1 long sword, mwk lance, flail, dagger, short bow, 20 arrows, cavalier's kit (UE), 124 gp
----Special Abilities----
Amoral Mercenary Once per day as an immediate action Alain can shift his effective alignment so that he is considered neutral instead of evil for the purpose of good effects that target evil creatures (such as holy smite or a paladin's smite evil ability). His alignment does not actual change when he uses this trait.
Braggart (Ex) Alain can spend a standard action to extol his own accomplishments and battle prowess. He recieves Dazzling Display as a bonus feat. He does not need a weapon in hand to use this ability. Alain gains +2 morale bonus on melee attack roles made against demoralized targets.
Challenge(Ex) Twice per day, Alain can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. His melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to his cavalier level (4).
Etheric Tether (Su) Alain can force Donohan to manifest in an area around him by pushing the phantom's consciousness through the veil of ethereal essence, allowing Donohan to fully manifest in ectoplasmic form. Whenever Donohan takes enough damage to send him back to the Ethereal Plane, as a reaction to the damage, Alain can sacrifice any number of his hit points without using an action. Each hit point sacrificed in this way prevents 1 point of damage dealt to Donohan. This can prevent Donohan from being sent back to the Ethereal Plane.
This tether is limited. When Donohan is fully manifested, he and Alain must remain within 50 feet of one another for Donohan's manifestation to stay stable with little to no concentration on the part of Alain. Alain can strech the limited tether. When Alain starts his turn and Donohan is more than 50 feet away from him (but closer than 100 feet), Alain must concentrate on the link as a full-round action that provokes attacks of opportunity or Donohan immediately returns to the Ethereal Plane and cannot be summoned from that plane for 24 hours. This concentration can be interrupted as if it were a spell. Treat this effect's spell level as 1 + 1 per 10 feet farther than 50 feet that Donohan is from Alain (maximum spell level 6th). If the tether is interrupted or the check fails, Donohan immediately snaps back into the consciousness of Alain.
If Donohan is ever more than 100 feet away from Alain, or outside line of effect from Alain for more than 4 rounds, the tether is automatically broken; Donohan immediately returns to the Ethereal Plane and can't be summoned from that plane for 24 hours.
Fearless (Su) Alain is immune to fear. Each ally within 10 feet of Alain gains a +4 morale bonus on saving throws against fear effects. This ability only functions while Alain is conscious, not if he is unconscious or dead.
Frightful Gaze (Su) Alain can use this ability on opponents within 30 feet as a standard action, which acts as a gaze attack until Alain's next turn. Creatures within range that meet Alain's gaze must succeed at a Will saving throw (DC 14) or stand paralyzed in fear for 1 round. This is a mind-affecting fear effect. Creatures that successfully save against Alain's frightful gaze are immune to it for 24 hours. Alain can use this ability a number of times per day equal to his Charisma modifier (twice).
Ghost Mount (Su) Alain gains the ability to manifest a special mount of conjured ectoplasm rather than one of flesh and bone (Donohan). This spectral companion functions like a spiritualist's phantom companion, using Alain's cavalier level as his effective spiritualist Level. The phantom takes the form of a ghostly Large horse. Alain can manifest Donohan only in ectoplasmic form and as the spiritualist's etheric tether class feature, applied to his ghost mount. Donohan shares Alain's alignment. Though Donohan cannot speak, he understands Alain's verbal commands and gains that phantom's link ability. Alain does not take an armor check penalty to Ride checks while riding Donohan.
Hurtful When Alain successfully demoralizes an opponent within his melee reach with an Intimidate check, he may make a single melee attack against that creature as a swift action. If his attack fails to damage the target, its shaken condition from being demoralized immediately ends.
Memorable When Alain modifies a creature's attitude with the Diplomacy or Intimidate skill, the attitude change lasts 1-1/2 times longer than it otherwise would. Whenever Alain creates a fear or mind-affecting effect that imposes a penalty or bonus with a duration of at least 2 rounds, it lasts 1 additional round after it would normally end. For example, if Alain demoralizes a foe with an Intimidate check and beats the DC by 5, the victim is shaken for 3 rounds instead of the usual 2.
Order (Ex) Alain has pledged himself to the Order of the Cockatrice. Alain must keep his own interests and aims above those of all others. He must always accept payment when it is due, rewards when earned, and an even (or greater) share of loot. He must take every opportunity to increase his own stature, prestige, and power. Whenever Alain issues a challenge, he recieves a +2 morale bonus on all melee damage rolls made against the target of his challenge as long as he is the only creature threatening the target (not counting Donohan).
Power Attack Before attacking Alain may choose to take a -2 penalty on all melee attack rolls and combat maneuver checks until his next turn and gain a +4 bonus on all melee damage.
Silver Tongued Alain is adept at subtle manipulation and putting even sworn foes at ease. When Alain uses Diplomacy to shift a creature's attitude, he can shift up to three steps up rather than just two.
Donohan CR -
XP -
Horse ghost mount (OA) 4
NE Large outsider (phantom)
Init +2; Senses darkvison 60 ft.; Perception +5
----- Defense -----
AC 17, touch 11, flat-footed 16 (+6 Natural, +2 Dexterity, -1 Size)
hp 25 (3d10+9)
Fort +5, Ref +5, Will +4
DR 5/slashing
----- Offense -----
Speed 50 ft.
Melee bite +5 (1d4+3), 2 hooves +5 (1d6+3)
Space 10 ft.; Reach 5 ft.
Special Attacks magic attacks
----- Statistics -----
Str 16, Dex 14, Con 15, Int 2, Wis 12, Cha 7
Base Atk +3; CMB +7; CMD 19 (23 vs. trip)
Feats Endurance, Iron Will, Toughness
Skills Acrobatics +6 (+14 to jump), Perception +5, Swim +9;
SQ combat trained, link
----- Special Abilities -----
Combat Trained An animal trained to bear a rider into combat knows the tricks attack, come, defend, down, guard, and heel.
Link (Su) Alain and Donohan share a mental link that allows for communication across distances (as long as they are on the same plane). This communication is a free action that can be performed even when it isn't Alain's turn, but Alain and Donohan must both be conscious to communicate in this way. This allows Alain to give orders to Donohan at any time. Magic items interfere with Alain's connection to Donohan; as a result they share magic item slots. For example if Alain is wearing a magic ring, Donohan can wear only one magic ring. In the case of a conflict, the items worn by Alain remain active, and those worn by Donohan become dormant. Donohan must have appropriate appendages to utilize a magic item.
Magic Attacks (Su) Donohan treats his attacks as if they were magic for the purposes of overcoming damage reduction.
APG - Advanced Player's Guide
ARG - Advanced Race Guide
HVPG - Hell's Vengeance Player's Guide
MC - Monster Codex
OA - Occult Adventures
QC - Quests and Campaigns
VVKing |
I parsed the thread and found no love for our iconic samurai, so I thought I'd give it a try. So here's a version of Hayato who pushed "to be lawful or good" a little bit too far.
XP 9000
Human (Tian-Min) Samurai (Order of the Black Daimyo) 4
Lawful Evil Medium Humanoid (Human)
Init +3; Senses Perception +5
----- Defense -----
AC 20, touch 11, flat-footed 19 (+9 armor, +1 Dex)
hp 42 (4d10+12)
Fort +6, Ref +5, Will +2
----- Offense -----
Speed 20 ft.
Melee mwk katana +10 (1d8+6), mwk naginata +9 (1d8+6)
Ranged composite longbow +5 (1d8+4)
Space 5 ft.; Reach 5 ft.
Special Attacks Challenge 2/day, +6 damage against target of the challenge, DR 2/- against attacks made by the target of the challenge, -2 AC against other targets.
----- Tactics -----
Before Combat Hayato mounts his black steed Kuro and challenges the enemy who appears to be the most dangerous.
During Combat Hayato charges on the first round of combat and attacks with his naginata, then dismounts and switches to his katana, while Kuro gets in position to flank. He focuses solely on the target of his challenge and doesn't stop until they're dead.
Morale If ordered to do so, Hayato will fight to the death. If that's not the case, Hayato knows that it is foolish to continue a fight if he knows he is outmatched, and will attempt to retreat.
----- Statistics -----
Str 19, Dex 13, Con 14, Int 12, Wis 12, Cha 8
Base Atk +4; CMB +8; CMD 19
Feats Mounted Combat, Power Attack, Weapon Focus (Katana)
Skills Climb +6, Handle Animal +6, Intimidate +6, Perception +5, Ride +3 (+5 when riding Kuro), Sense Motive +8;
Traits Reactionary, Hellknight Aspirant (order of the Nail)
Languages Common, Infernal, Minkaian, Tien
SQ Challenge 2/day, Mount (horse named Kuro), Resolve 3/day
Other gear mwk katana, o-yoroi +1, cloak of resistance +1, composite longbow (STR +4) with 20 arrows, 10 trail rations, mwk naginata, mount (combat trained horse named Kuro), leather lamellar barding, bit and bridle, military saddle (on Kuro).
----- Special Abilities -----
Challenge (Ex)Twice per day, Hayato can challenge a foe to combat. As a swift action, he choses one target within sight to challenge. Hayato's attacks deal extra damage when made against the target of the challenge. This extra damage is equal to Hayato's samurai level. Hayato can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level. Challenging a foe requires much of Hayato's concentration. He takes a -2 penalty to his Armor Class, except against attacks made by the target of the challenge. The challenge remains in effect until the target is dead or unconscious, or until the combat ends.
Mount (Ex) Hayato gains the service of a loyal and trusty steed to carry him into battle. This mount functions as a druid's animal companion, using the samurai's level as his effective druid level. The creature must be one that he is capable of riding and that is suitable as a mount. A Medium samurai can select a camel or a horse. Hayato does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. Hayato's mount does not gain the share spells special ability. Hayato's bond with his mount is strong, with the pair learning to anticipate each other's moods and moves. Should Hayato's mount die, he may find another mount to serve him after 1 week of mourning. The new mount does not gain the link, evasion, devotion, or improved evasion special abilities until the next time Hayato gains a level.
Mounted Archer (Ex) At 4th level, Hayato becomes skilled at firing ranged weapons while mounted. He only takes a -2 penalty on attack rolls with ranged weapons while his mount takes a double move. This penalty increases to -4 while his mount is running.
Order (Ex At 1st level, Hayato must pledge himself to a specific order. The order grants him a number of bonuses, class skills, and special abilities. In addition, each order includes a number of edicts he must follow. If he violates these edicts, he loses the benefits of his order's challenge ability for 24 hours.
Order of the Black Daimyo (Ex) While samurai who follow the order of the warrior typically adhere to the principles of bravery and duty in order to live a life that emphasizes honor, there exist others who are motivated by more selfish goals. These evil samurai follow the order of the Black Daimyo, and may be vicious warlords or warriors in the service to some ruthless lord.
They usually worship General Susumu, the patron god of sadistic samurai, and they uphold the virtues of violence and pride above all other things.
Challenge - Whenever an order of the Black Daimyo samurai declares a challenge, he receives damage reduction 1/- against attacks made by the target of his challenge. This DR increases by +1 for every four levels the samurai possesses.
Skills - An order of the Black Daimyo samurai adds Knowledge (history) (Int) and Knowledge (nobility) (Int) to his list ofclass skills. An order of the Black Daimyo samurai can make Knowledge (nobility) checks untrained. If he has ranks in the skill, he receives a bonus on the check equal to 1/2 his samurai level (minimum +1) as long as the check involves the nobles or politics of his land.
Honor in All Things (Ex) At 2nd level, the order of the Black Daimyo samurai draws strength from his sense of honor. Whenever the samurai makes a skill check or saving throw, he can call upon his honor as a free action to grant him a +4 morale bonus on the roll. He can use this ability once per day at 2nd level, plus one additional time per day for every four levels beyond 2nd (maximum of five times per day at 18th level).
Resolve (Ex) Starting at 1st level, Hayato gains resolve that he can call upon to endure even the most devastating wounds and afflictions. He can use this ability once per day at 1st level, plus one additional time per day for every two samurai levels beyond 1st. Whenever Hayato defeats the target of his challenge, he regains one daily use of his resolve, up to his maximum number of uses per day. Defeating the target of his challenge usually involves reducing the target to 0 hit points or fewer, but the GM might rule that an enemy who surrenders or flees the battle is also defeated. He can use this resolve in a number of ways.
Determined As a standard action, Hayato can spend one use of his resolve to remove the fatigued, shaken, or sickened condition. If the condition has a duration longer than 1 hour or is permanent, this ability removes the condition for 1 hour, at which time the condition returns.
Resolute Whenever Hayato is required to make a Fortitude or Will save, he can spend one use of his resolve as an immediate action to roll twice and take the better result. He must decide to use this ability before he rolls the saving throw.
Unstoppable When Hayto is reduced to fewer than 0 hit points but not slain, he can spend one use of his resolve as an immediate action to instantly stabilize and remain conscious. He is staggered, but he does not fall unconscious and begin dying if he takes a standard action. He does fall unconscious if he takes additional damage from any source.
Weapon Expertise (Ex) At 3rd level, Hayato gains an unparalleled expertise with his chosen weapons. At 3rd level, Hayato selected the katana. He can draw the selected weapon as a free action as if he had the Quick Draw feat. In addition, whenever he threatens a critical hit with the selected weapon, he gains a +2 bonus on the confirmation roll. Finally, his samurai levels stack with any fighter levels he possesses for the purposes of meeting the prerequisites for feats that specifically select his chosen weapon, such as Weapon Specialization.
Hayato was once a vassal of Lord Nakayama, a noble and just master of a province in Minkai. But an arrogant rival noble arrived one day and, after provoking him, killed Lord Nakayama and took possession of his holdings as well as his wife. Hayato knew he had to avenge his lord, even though he was now the vassal of this pig. He sneaked into his bedchambers one night and challenged him to single combat. The usurper tried to call the guards, but had no choice but to fight for his life. He fought well, but still fell until Hayato's blade.
Hayato knew that he had broken the law by killing his new master, even if his cause was noble. He took off his armor and prepared to kill himself, but his blade was stopped by Lord Nakayama's widow. Lady Nakayama thanked Hayato for avenging her husband, and, spitting on the usurper's corpse, said that she was now Hayato's master and he was to obey him. She ordered him to live, and to become her soldier. Hayato, bound by honor, accepted.
But after a while, Hayato noticed that his new master was not as benevolent as she seemed. In fact, one of her first actions was to declare one on the neighboring clan, with Hayato as her general, despite the peaceful relations they previously had. Hayato watched as his master's ambitions grew larger and larger, and as he was sent burning and pillaging her rivals' territories. Hayato felt conflicted : he was bound by honor to follow his new master's commands, but he started to feel that he had only traded one evil for another.
One day, Hayato was told by his master to come to her side. Her soldiers had captured a would-be assassin : a young boy, no more than fourteen years old, who had sneaked into the palace with a dagger to get revenge for his family's murder. Lady Nakayma, as a mean of proving his loyalty, ordered Hayato to bring her his head.
Hayato stared into the eyes of the boy. He was full of rage, fueled by vengeance, but at heart, he was still a frightened young boy. Hayato made his decision.
He raised his blade, and the boy's head fell to the floor.
Azouth |
What if instead of embracing her runic tattoos she turned away from them and became a Razmiran Priest. Now covered with a Robe and Razmiran Priest mask no one can see her tattoos.
Mirror Universe Seoni CR 4
XP 1200
Female human sorcerer (Razmiran Priest) 4
LE Medium humanoid (human)
Init +0; Senses Perception +2
----- Defense -----
AC 10, touch 10, flat-footed 10 (+4 with mage armor)
hp 24 (4d6+4);
Fort +2, Ref +1, Will +4 (+2 vs Fear)
----- Offense -----
Speed 30 ft.
Space 5 ft.; Reach 5 ft.
Sorcerer Spells Known (CL 4; concentration +9 [+13 to cast defensively])
2nd (5/day)—Aid, Oppressive Boredom (DC 19)
1st (8/day)—Charm Person(DC 18), Infernal Healing, Vanish
0 (at will)—Daze (DC 17), Detect Magic, Detect Poison, Disrupt Undead, Light, Read Magic
Bloodline arcane
----- Tactics -----
Before Combat Uses bluff, Diplomacy, and charm person to avoid combat starting. If combat looks likely cast aid and mage armor from a scroll.
During Combat Uses daze and Oppressive Boredom to reduce the number of enemies. She tries to get allies and charmed people to defend her in combat. Then uses her Scroll of forbid action and Scroll of murderous Command to make it seem like her enemies allies are traitors and she is the one to help them out. If without allies uses Vanish and uses an Origami Swarm.
Morale If she is injured and without allies (or has no reason to fight) uses Vanish to run away.
----- Statistics -----
Str 9, Dex 10, Con 12, Int 12, Wis 10, Cha 23
Base Atk +2; CMB +1 ; CMD 11
Feats Spell Focus (Enchantment), Greater Spell Focus (Enchantment), Alertness, Combat Casting, False Focus
Skills Bluff +14, Diplomacy +11 (+1 to gather information), Disguise +7, Knowledge (Arcana) +8, Knowledge (Religion) +8, Sense Motive +2, Use Magic Device +11 (+13 to activate spell trigger and spell completion items that use divine spells)
Traits Thrune Informant, Courageous
Languages Common, Varisian
SQ False Piety, Lay Healer, arcane bond
Combat Gear Wand of cure light wounds(50 charges), Scroll of forbid action (5), Scroll of murderous Command (5), Scroll of Air bubble (4), Scroll of mage armor (4), Origami Swarm (2)
Other Gear Head band of Alluring Charisma +2, Gold holy symbol (Razmiran Priest mask), Sorcerer's Kit (a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin), Spelunking kit (4 flasks of oil, a hammer and 8 pitons, 100 feet of silk rope, a grappling hook, and a climber's kit), 18 gp
----- Special Abilities -----
False Piety (Ex): At 1st level, a Razmiran priest gains Knowledge (religion) and Perform as class skills, but loses Appraise and Fly as class skills. He adds half his sorcerer level to Use Magic Device checks to activate spell trigger and spell completion items that use divine spells. He gains False Focus as a bonus feat (see page 10). In addition to replacing Appraise and Fly as class skills, this ability replaces the priest’s Eschew Materials bonus feat.
Lay Healer (Su): At 3rd level, the Razmiran priest adds aid to his list of spells known as a 2nd-level spell. At 5th level, he adds remove disease to his list of spells known as a 3rd-level spell. This ability replaces the bloodline spells gained at 3rd level and 5th level respectively.
Arcane Bond Has a viper. She gains a +3 bonus on Bluff checks. As long as it is within arm’s reach, Seoni gains the Alertness feat (already calculated into her statistics).
Cthulhudrew |
Malady Anne, mirror universe Lirianne
Mirror Universe Lirianne CR 4
XP 1,200
Female half-elf Mana Wastes mutant gunslinger 2/savage technologist barbarian 2 (Ultimate Combat 9, Inner Sea Bestiary 28, Technology Guide 13)
CE Medium aberration (augmented humanoid, elf, human)
Init +7; Senses low-light vision; Perception +8
----- Defense -----
AC 22, touch 16, flat-footed 16 (+4 armor, +5 Dex, +1 dodge, +2 natural)
hp 40 (2d10+2d12+12)
Fort +9, Ref +8, Will +7; +2 vs. enchantments, +4 vs. mind-affecting effects
DR 5/cold iron; Immune disease, poison, sleep; SR 16
----- Offense -----
Speed 40 ft.
Melee mwk longsword +9 (1d8+4/19–20 plus disease) or slam +8 (1d4+4 plus disease), and
Ranged mwk pistol +11 (1d8/×4 plus disease)
Special Attacks rage (9 rounds/day), rage powers (surprise accuracy)
----- Tactics -----
Before Combat If Lirianne is expecting enemies with immunity to her normal weapons, she downs her potion of magic weapon before entering combat.
During Combat Lirianne enters her rage immediately, attacking using surprise accuracy with her first attack. She tries to stay in motion constantly as she attacks with both pistol and sword, using her Acrobatics to avoid attacks of opportunity against her. She uses a swift action to reload her pistol with her beneficial bandolier after each shot taken. She is also able to use the bandolier to change her ammunition in response to any obvious immunities of her enemies (silver bullets against a werewolf, for example).
Morale Though unstable, Lirianne is not entirely deranged, and will exercise the better part of valor rather than die needlessly. If her hp drop below 10, she will attempt a defensive withdrawal. If escape is not possible, Lirianne will surrender.
Base Statistics When not raging, Lirianne’s stats are Init +5; AC 20, touch 14, flat-footed 16; Ref +6, Will +5; Melee/Ranged mwk longsword +7 (1d8+2/19-20 plus disease) and mwk pistol +9 (1d8/x4 plus disease) or slam +6 (1d4+2 plus disease) and mwk pistol +9 (1d8/x4 plus disease); Str 14, Dex 16; CMB +6, CMD 19; Skills Acrobatics +8, Sleight of Hand +8.
----- Statistics -----
Str 18, Dex 20, Con 16, Int 8, Wis 16, Cha 9
Base Atk +4; CMB +8; CMD 23
Feats GunsmithingB, Infectious Weapons P81, Skill Focus (Perception)B, Weapon Focus (pistol)
Skills Acrobatics +10, Craft (alchemy) +6, Intimidate +6, Knowledge (engineering) +4, Perception +8, Sleight of Hand +10, Survival +8; Racial Modifiers +2 Perception
Traits erratic malefactor, killer
Languages Common, Elven
SQ deeds (deadeye, gunslinger’s dodge, quick clear), elf blood, fast movement, grit (3), gunsmith, nimble +1, shattered mind
Combat Gear potion of cure light wounds (2), potion of magic weapon (2), weapon blanch (cold iron); Other Gear +1 studded leather, mwk longsword, mwk pistol, adamantine bullets (5), backpack, beneficial bandolier, bullets (30), coat pistol, dagger, gunsmith’s kit, paper cartridges (30), powder horn with 10 does of black powder (3), rope (50 ft.), silver bullets (5), sunrods (2), waterskin, 46 gp
----- Special Abilities -----
Grit Lirianne begins each day with 3 grit points. Her grit goes up or down throughout the day, but cannot go higher than this maximum. Lirianne can spend grit to accomplish deeds (see below), and regains 1 point of grit each time she confirms a critical hit with a firearm or when she reduces a creature to 0 or fewer hit points with a firearm.
Deeds Lirianne can spend grit points (see above) to accomplish the following deeds:
Deadeye: Lirianne can resolve an attack against touch AC instead of normal AC when firing beyond her firearm’s first range increment for a cost of 1 grit point per range increment beyond the first. Lirianne still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed.
Gunslinger’s Dodge: Lirianne can spend 1 grit point to avoid a ranged attack by moving 5 feet as an immediate action, granting her a +2 bonus to AC against the attack. This is not a 5-foot step, and provokes attacks of opportunity. Alternatively, she can drop prone to gain a +4 bonus to AC against the attack.
Quick Clear: As long as Lirianne has 1 grit point, she can, as a standard action, remove the broken condition from her pistol, if the condition resulted from a misfire. If she instead spends 1 grit point, she can perform quick clear as a move-equivalent action.
Disease (Su) Though she herself is immune to disease, Lirianne is a carrier of a deadly magical contagion that she spreads with her slam attack.
Mana fever: injury; save Fort DC 14; onset 1d4 minutes; frequency 1/day; effect 1d2 Con damage, 1d2 Cha drain; cure 2 consecutive saves. Anyone who lives with mana fever for a week straight without dying becomes immune to the disease, but also becomes a Mana Wastes mutant.
Erratic Malefactor Lirianne’s volatile temperament gives her a +2 trait bonus on initiative checks. Additionally, once per day, as long as an ally is within 10 feet of her, she can reroll a single attack roll or skill check before success or failure is known. She must take the results of the second result, even if it is worse.
Gunsmith Lirianne’s pistol is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it.
Infectious Weapons Creatures damaged by Lirianne’s ranged and melee weapon attacks have a chance to contract mana fever, as though they were damaged with her slam attack. (Pathfinder #81: Shifting Sands)
Killer When Lirianne confirms a critical hit, she deals an additional amount of damage equal to her weapon’s critical modifier (+2 with her longsword or slam, or +4 with her pistol). This additional damage is added to the final total and is not multiplied by the critical hit multiplier itself.
Nimble (Ex) Lirianne gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes her to lose her Dexterity bonus to AC also causes her to lose this dodge bonus.
Pistol Lirianne’s pistol attacks resolve against the target’s touch AC when the target is within the first range increment of the weapon (20 ft.) and have a maximum range of five range increments. The gun can hold a single bullet at a time, and reloading it is a standard action that provokes attacks of opportunity. If a pistol attack is ever a natural 1, the firearm misfires and gains the broken condition. While it has the broken condition, it suffers the normal disadvantages that broken weapons do, and its misfire value increases to a range of 1–5. If her broken pistol misfires again, it explodes, destroying the weapon and creating a 5-ft. burst from one randomly determined corner of her square, dealing damage to any creature in the burst (including Lirianne) as if it had been damaged by the weapon—a DC 12 Reflex save halves this damage.
Rage (Ex) As a free action, Lirianne can enter into a rage that makes her stronger, more perceptive, and dauntless. When a barbarian ability would increase Lirianne’s Strength while raging, it increases her Dexterity instead. She can rage for a total of 9 rounds per day, and can end a rage as a free action. Ending her rage makes her fatigued (imparting a -2 penalty to her Strength and Dexterity) for 2 rounds for every round she spent in a rage, and she can’t rage while fatigued or exhausted. While raging, Lirianne can’t use Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride).
Rage Powers Lirianne gains access to the following abilities while raging:
Surprise Accuracy Once per rage as a swift action before rolling an attack roll, Lirianne can gain a +2 morale bonus on the attack roll.
Shattered Mind The transformation into a Mana Wastes mutant caused irreparable damage to Lirianne’s psyche. Her Intelligence score has a -2 penalty, but she gains a +2 racial bonus to Will saves.
Sword and Gun (Ex) When raging and wielding a one-handed firearm in one hand and a light or one-handed melee weapon in the other, Lirianne can make ranged attacks with the firearm without provoking attacks of opportunity. She also gains the benefits of the Two-Weapon Fighting feat, but only if all attacks are made with those weapons.
Back Story
Horrible as the disfigurations caused by the rotting disease were, it was the perceived abandonment by her people that ultimately caused Lirianne's psychotic break. Her mind shattered as she retreated from her awful reality into her fantasies, barely cognizant of her own existence.
A plague doctor, in a well meaning effort to reach her, had some of her personal belongings brought to the cell. His hope was that memories of a gentler past might start Lirianne on the way to acceptance, so she could again be a part of the world.
As her boil-scarred hand caressed the pistol he had brought, Lirianne had a sudden moment of clarity... and promptly shot the doctor dead.
In her escape from the Alkenstar asylum, many more died, but far worse off were the ones that did not. For Lirianne was able to spread her mana fever not just through touch, but through the infected bullets she fired into healthy flesh.
Finding true peace and sanity only when in the thrall of her gun trance, Lirianne became a mercenary. Her tendency to spread her mutant plague in her wake earned her the nickname, "Malady Anne." When in her fantasy deliriums, she considers the name a compliment (though she is always quick to correct the pronunciation to "M'lady" as if it were a title). Woe betide the man who utters the nickname when she is in her gun trance, for then she recognizes it as the insult it was intended to be.
That thing he sent you |
Mirror Alain
Mirror Universe Alain CR 4
XP 1,200
Male Human Cavalier(Ghost Rider) 4
CE Medium Humanoid
Init +2; Senses Perception +0
Aura Fearless +4 against fear effects 10 ft.(Su)
----- Defense -----
AC 21, touch 10, flat-footed 21
hp 39 (4d10+8);
Fort +7, Ref +2, Will +4
Defensive Abilities Immunity Fear (Su)
----- Offense -----
Speed 30 ft.
Melee +1 Longsword +9 (1d8+5),
Ranged Shortbow +4 (1d6)
Space 5 ft.; Reach 5 ft.
Special Attacks Challenge 2/day (+4 Damage, +2 Morale bonus on attack roles while mounted), Frightful Gaze 3/day 30ft. Gaze paralyzed for 1 round (mind-affecting, fear)
----- Tactics -----
Before Combat If The Damned Thing is not summoned Alain will summon his mount at the first availible oppertunity.
During Combat Alain will have The Damned Thing Intimidate opponents using Dazzling Display and if it's succesful He will use Frightful Gaze, if not he will use Iomedae’s Inspiring Sword and challenge the enemy visable leaders but if none present themselves he will targe the most obviously powerful enemy. Afterwards charging into the fray focusing on bringing down the challenged enemy power attacking as necessary before moving on to weaker foes.
Morale Alain is fearless and only retreats if fighting would be a fools errand, but as long as he has not stated that he WILL kill someone he might stop fighting and parley regardless of what has happened but he won't drop his guard. Though if he did say that the only mercy they are likely to recieve is a quick death.
----- Statistics -----
Str 18, Dex 10, Con 14, Int 12, Wis 10, Cha 16
Base Atk +4; CMB +8 ; CMD 18
Feats Divine Fighting Technique (Iomedae’s Inspiring Sword), Power Attack
Skills Intimidate +10, Diplomancy +10 (+2 gather infromation), Knowledge Nobility +8, Knowledge Religion +8, Ride +7, Sense Motive +7 (+9 opposing Bluff);
Traits Erratic Malefactor, Afflable
Languages Common, Aklo
SQ Order of the Sword, Ghost Mount (Donohan), Etheric Tether(Su), Fearless(Su),
Combat Gear
Non Combat Gear and Equipment +1 Longsword, Mwk Full plate, Heavy Wooden Shield, Cloak of Resistance +1 Shortbow, Quiver with 40 arrows, Military Saddle , 1 Weeks Rations 4 Potions of Cure light Wounds
1 Potion of Enlarge person, 2 bars soap, Hammock, 2 Torch Everburning, 1 Torch, Copy of "The King in Yellow" in aklo non magical but complete text.
----- Special Abilities -----
Erratic Malefactor(Ex) Once per day as long as Alain is within 10ft of another ally may re-roll a single attack roll or skill check before the results are known and must keep the new result.
Afflable(Ex) Alain may make gather information checks in half the usual time.
Fearless(Su) Alain is immune to Fear and all allies within 10ft. gain a +4 morale bonus on saves agains fear
Ghost Mount(Su) Alains mount is The Damned Thing may be manifested in a 1 minute ritual in ectoplamic form only
Challenge(Ex] As standard Cavalier swift action
Etheric Tether AS standard spiratualist but only for ectoplasmic mount
Iomedae’s Inspiring Sword(Ex) FUll round action +2 Sacred bonus to attack rolls, skill checks, and saving throws for 1 round to all allies within 30ft.
The Damned Thing
CE Large Animal (Phantom)
init +2; SensesDarkvision 60ft.; Perception +7
----- Defense -----
AC 17 (+2 Armor, +4 Natural, +2 Dex, -1 Size) touch 11, flat-footed 15
Hp 24 (3d10+6)
Fort +5, Ref +5, Will +2
Defensive Abilities DR/5 Slashing
----- Offense -----
Speed 50ft.
Melee Bite +6 (1d4+3) and 2 Hooves +0 (1d6+1)
Space 10 ft.; Reach 5 ft.
----- Statistics -----
Str 16, Dex 14, Con 15, Int 2, Wis 12, Cha 7
Base Atk +3; CMB +7 ; CMD 19
Feats Weapon Focus(Bite), Dazzling Display
Skills Perception +7, Intimidate +4
SQ Phase Lurch(SU0, Link(Su), Darkvision(Su)
Backstory to be posted.
Mozenrath6 RPG Superstar 2015 Top 32 |
Estra, Reclaimer of Lost Years
Mirror Universe Estra CR 4
XP 800
Human Spiritualist (fractured mind) Level 4
CE Medium Humanoid (human)
Init +1; Senses Perception +3
----- Defense -----
AC 14, touch 10, flat-footed 14 (+4 armor, -1 Dex, +1 deflection)
hp 31 (4d8+8)
Fort +6, Ref +1, Will +8
----- Offense -----
Speed 30 ft.
Melee dagger +3 (1d4), sap +3 (1d6)
Ranged mwk sling +4 (1d4)
Spiritualist Spells Known (CL 4th; concentration +8)
2nd-(2/day)- disfiguring touch(DC16), jealous rage (DC16), life pact
1st (4/day)—compel hostility, discern next of kin(DC 15) obscuring mist, psychic reading unseen servant
0 (at will)—bleed(DC14),daze(DC 14), detect psychic significance, grave words, guidance, telekinetic projectile
----- Tactics -----
Before Combat Estra tries to enter combat by deceiving her opponent into thinking she is harmless, or has important information for them. She uses any information she can glean to lure them into a position for “Honaire” to surprise them.
During Combat Estra hates and targets, young characters first, or any pair she feels might be a couple. Her favorite tactic is to pit couples against each other using jealous rage, or attacking youthful characters with disfiguring touch. If she has an advantage she tries to use her wand of steal years on the youngest looking opponent to regain some of her lost youth even if it’s only for a little while.
Morale Estra is a coward who is desperate to cling to any life she has remaining. When reduced to half her hit points, she tries to beg and plead for her life using any knowledge she has gained about her opponent to appease them.
----- Statistics -----
Str 10, Dex 8, Con 12, Int 13, Wis 16, Cha18
Base Atk +3; CMB +3 (+3 BAB); CMD13
Feats Emotional Conduit, Spiritualist’s Call (Strength) Sycophant.
Skills Bluff +10 (+11 to fool others), diplomacy +8, Linguistics +8, Sense motive +10, Spellcraft+ 8, Use magic devise +11
Traits Erratic Malefactor, Trustworthy
Languages Azlanti, Common, Gnome, Halfling, Skald, Varisian
Combat Gear scroll of faerie fire, scroll of ghostbane dirge, wand of youthful appearance (15 charges), wand of steal years (5 charges), acid; Other Gear +1 studded leather armor, dagger, mwk sling with 50 bullets, sap, cloak of resistance +1, ring of protection +1, backpack, bedroll, belt pouch, censer, flint and steel, incense (10 sticks), magnetized paper (7 sheets), torches (2), trail rations (5 days), waterskin 19gp, 5sp
----- Special Abilities -----
Automatic Writing Once per week, Estra may scribble on paper for 1 hour, then attempt a DC 20 Linguistics check to determine if a specific action will benefit her, harm her, or both. There is a 60% chance her reading is accurate, plus 5% for every point by which she exceeds the Linguistics check’s DC (to a maximum of 90%). This increases by 5% if she uses a sheet of her magnetized paper.
Bonded Manifestation (Su) (7 rds/day)
While Honaire is within Estra’s mind, as a swift action she can grant herself either a +4 shield bonus to AC or concealment against ranged attacks. She may use this ability for up to 7 rounds per day.
Bonded Senses (Su) (4rds/day)
As a standard action, Estra can see, hear, smell, taste, and touch with Honaire’s senses for up to 4 rounds per day.
Etheric tether (Su)
Estra can sacrifice any number of hit points to prevent the same amount of damage to Honaire, but only if an attack would send him back to the Astral Plane. Honaire can travel up to 50 feet away from Estra. If he travels farther, she must succeed a concentration check (DC = 10 + 1 per 10 feet between them) as a full-round action each round or Honaire transports to the Ethereal Plane and cannot return for 24 hours. If Honaire is outside Estra’s line of effect for longer than 4 rounds, he returns to the Ethereal Plane.
Phantom (Ex/Sp/Su)
Estra’s dedication phantom, Honaire, may dwell inside her mind, or manifest fully as an incorporeal or ectoplasmic creature with a 1-minute ritual. When Honaire manifests as ectoplasmic creature, he may interact with the material world and gains DR 5/ slashing. When he manifests as an incorporeal creature, he gains the incorporeal ability (making him immune to physical attacks, and reducing damage from magical attacks by half) and can attack incorporeal creatures, but cannot affect material creatures.
Shared Consciousness (Su)
When Honaire isn’t manifested, Estra gains a +4 bonus on saving throws against mind-affecting effects, +2 bonus on Will saves, and a +3 bonus on Diplomacy and Sense Motive checks. Once per day, she may reroll a failed saving throw against a mind-affecting effect, but doing so removes her other shared consciousness bonuses for the spell’s durations.
Spiritual Interference (Su)
Whenever Estra is adjacent to ectoplasmic Honaire, she gains a+2 shield bonus to AC and a +2 bonus on saving throws. Whenever she is within 30 feet of incorporeal Honaire she gains a +2 bonus to saving throws against mind-affecting effects instead.
Phantom (Ex/Sp/Su) Estra’s phantom is a manifestation of her own trauma but has taken the appearance of Honaire with the following statistics:
“Honaire”
CE Medium outside (phantom)
Init +2; Senses darkvision 60 ft.; Perception +6
DEFENSE
AC 14, touch 14, flat-footed 12 (+2 deflection, +2 Dex)
hp 22 (3d10+6)
Fort +2, Ref +5, Will +3
OFFENSE
Speed 30 ft.
Melee 2 slams +5 (1d6+2)
Special Attack magic attacks
STATISTICS
Str 12 (— in incorporeal form) Dex 15, Con 13, Int 7, Wis 10, Cha 14
Base Atk +3; CMB +4 (ectoplasmic), +3 (incorporeal); CMD 16 (ectoplasmic), 15 (incorporeal)
Feats Combat Reflexes, Deceitful, Toughness
Skills Appraise +4 Bluff +10, Disguise +4, Intimidate +8, Perception +6, Sense Motive +6, Stealth +8
SQ deliver touch spells, jealous combatant, link, share spells
SPECIAL ABILITIES
Deliver Touch Spells Honaire can make touch attacks to deliver any touch-range spells Estra casts while within 30 feet.
Jealous combatant Each time Honaire hits a creature with a melee attack, for 1 round that creature takes a –2 penalty on all attack rolls made against anyone other than the phantom. This effect does not stack with itself.
Link Estra can direct Honaire as a free action.
Magic Attacks Honaire’s attacks count as magic for overcoming DR.
Share Spells Estra can cast spells with a range of personal on Honaire as if they had a range of touch.
Backstory
Estra never wanted to commune with spirits: she only wished for others to believe she did, and profit from that belief. Early in her life she fell in with a small gang of faux spiritualists who needed a convincing actress to play the role of their spirit-channeling medium. The group engaged in fraudulent séances targeting grieving mourners, who paid dearly for confirmation of the smooth passing of their loved ones into the hereafter.
The arrival of a handsome knight named Honaire changed all that. Honaire sought some comfort in the loss of his mother, and turned toward the seances of Estra’s troupe. The young knight became smitten with Estra’s quick wit and streetwise charm. Estra, for her part, found the knight’s combination of physical strength and gentle courtesy enchanting, even as his strict code of honor made her regret her own life of lies. When at last she confessed the truth—that she’d never contacted Honaire’s mother at all—she expected him to fly into a rage. Instead, he thanked her for her courage and proposed marriage. Accepting his proposal, Estra left behind the life of a charlatan, and the two spent several happy decades together.
Yet this life, too, came to an abrupt end when the Goblinblood Wars started. Estra begged Honaire not to go, but his honor and duty compelled him. Estra’s fears turned out to be justified when Honaire and his unit were unexpectedly ambushed and slain by a horde of maniacal goblins and their green dragon ally in the Chitterwood.
Wracked by guilt and loss, Estra turned to her old means of supporting herself. Yet during her first performance, for a pretty young widow, Estra’s fake trance became something more. A wispy, greenish vapor coalesced from her mouth, eyes, and nostrils, and a formless shape of jealous rage attacked and killed the young women that had come to her.
Estra had become bitter at having wasted her life following a knight that ran into danger, and her physic couldn’t handle the loss. She became obsessed with reclaiming her lost years, and having another chance to live a life without the pain love causes. This pain manifested into the dark spirit that had killed that had killed the widow for not realizing the opportunity she had at being freed from love’s grip so young. Estra travailed around looking to free other couples from her mistakes either through guile of violence, and trying to find some way to gain her own wasted years back. Eventually Estra focused the spectral form into the appearance of Honaire, which she felt was a fitting sight for young lovers to see before their hope was taken as well.
Sources:
• Advanced Class Guide - Discern Next of Kin (spell); Ghost Bane dirge (spell)
Life Pact (spell)
• Advanced Player's Guide - Unwilling Shield (spell)
• Agents of Evil - Sycophant (feat)
• Blood of the night- Steal Years (spell)
• Book of the Damned 2: Lords of Chaos / Ultimate
Magic - Disfiguring Touch (spell)
• Inner Sea Races / Inner Sea World Guide - Azlanti
(language); Skald (language); Varisian (language)
• Occult Adventures - Detect Psychic Significance
(spell); Ectoplasmic Snare (spell); Emotional Conduit
(feat); Entrap Spirit (spell); Fractured Mind (archetype);
Grave Words (spell); Magnetized Paper (gear) Psychic Reading (spell);
Spiritualist (class); Spiritualist’s Call (feat); Telekinetic
Projectile (spell)
• Occult Origins - Jealous Rage (spell)
• Ultimate Combat - Compel Hostility (spell)
• Ultimate Magic - Youthful Appearance (spell)
Project_Mayhem RPG Superstar Season 9 Top 32 |
However justified you may be, killing in anger changes you. Amiri didn't break the moment she slaughtered her kin, but something started that day, a gradual descent into madness.. Killing gradually became so natural to her that she stopped considering her foes as anything more than meat and viscera. By the time the demon spoke to her, offering her great power in exchange for service, she was too far gone to even consider any answer other than a roar of consent. Now she wanders, seemingly at random, attacking from nowhere and leaving death and devastation in her wake.
Mirror Universe Amiri
Mirror Universe Amiri CR 4
XP 1,200
Female Human Barbarian (Wild Rager) 4
CE Medium Humanoid (human)
Init +4; Senses Perception +9
----- Defense -----
AC 18, touch 10, flat-footed 16 (+7 armour, +2 Dex, +1 natural armour, -2 rage)
hp 53 (4d12+20)
Fort +8, Ref +3, Will +5
----- Offense -----
Speed 40 ft.
Melee +1 Large bastard sword +8/+8 (2d8+10/ 19-20), gore +3 (1d8+3), or +1 Large bastard sword +10 (2d8+10/ 19-20), or gore +10 (1d8+6)
Ranged throwing axe +6 (1d6+6)
Special Attacks uncontrolled rage (12 rounds/day), rage powers (lesser fiend totem, reckless abandon (+2))
----- Tactics -----
Before Combat Amiri throws herself into battle at the slightest provocation, revelling in the sheer glee of slaughter. If possible, she will attempt to start the fight from high ground in order to use her Screaming Leap trait.
During Combat Amiri always opens combat by raging, and attacks until everything she's fighting is dead. She charges the most dangerous looking enemy, and focuses on trying to hit them with full attacks, using her Wild Fighting ability. She uses her Power Attack feat coupled with her Reckless Abandon rage power whenever possible.
Base Statistics When Amiri is not raging, her statistics are AC 20, touch 12, flat footed 18; hp 45; Fort +6, Will +3; Melee +1 Large bastard sword +6/+6 (2d8+7/ 19-20) or +1 Large bastard sword +8 (2d8+7/ 19-20); Ranged throwing axe +6 (1d6+4); Str 18, Con 14; CMB +8 CMD 22; Skills Climb +8, Swim +8
Morale As long as she is raging, Amiri will fight to the death, caring nothing for her own safety. If she runs out of rage and the fight is turning against her, she will disengage in order to heal, although she will return to combat at the first opportunity.
----- Statistics -----
Str 22, Dex 14, Con 18, Int 10, Wis 14, Cha 8
Base Atk +4; CMB +10 CMD 24
Feats Exotic Weapon Proficiency (bastard sword)*, Power Attack, Weapon Focus (bastard sword)*
Skills Climb +10, Intimidate +6, Perception +9, Survival +9, Swim +10
Traits Erratic Malefactor, Screaming Leap
Languages Common
SQ fast movement*, trap sense +1
Combat Gear potion of cure light wounds (2); Other Gear +1 breastplate, +1 Large bastard sword, throwing axe (3), amulet of natural armour +1, backpack, belt pouch, blanket, flint and steel, iron pot, rope, torches (10), trail rations (5 days), waterskin
* The effects of this ability have already been calculated into Amiri’s statistics.
----- Special Abilities -----
Erratic Malefactor Amiri gains a +2 trait bonus on initiative checks. Once per day, as long as an ally is within 10 feet of her, she can reroll a single attack roll or skill check before success or failure is known. She must take the results of the second roll, even if it is worse.
Rage Powers Amiri gains the benefits of special abilities called rage powers that affect her only while she’s raging.
Lesser Fiend Totem (Su) While raging, Amiri grows a pair of large horns, gaining a gore attack. This attack is a primary attack (unless she is also attacking with weapons, in which case it is a secondary attack) and is made at the her full base attack bonus (–5 if it is a secondary attack). The gore attack deals 1d8 points of piercing damage plus Amiris Strength modifier (1/2 if it is a secondary attack).
Reckless Abandon (Ex) While raging, Amiri can take a –2 penalty to AC to gain a +2 bonus on attack rolls.
Power Attack Before attacking, Amiri may choose to take a –2 penalty on all melee attack rolls and combat manoeuvre checks until her next turn and gains a +6 bonus on melee damage with her bastard sword, +4 melee damage with her gore attack when used as a primary natural weapon, and +2 melee damage with her gore attack when used as a secondary natural weapon.
Screaming Leap Amiri gains a +1 trait bonus on melee damage rolls when she makes a charge attack from higher ground. Once per day, when she makes a charge attack from higher ground, she can use the Intimidate skill to demoralize her target as a swift action.
Trap Sense (Ex) Amiri gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps.
Uncontrolled Rage (Ex) As a free action, Amiri can go into an uncontrolled rage. When raging, Amiri gains a +4 morale bonus to her Strength and Constitution, a +2 morale bonus on Will saves, and a –2 penalty to AC. She can rage for a total of 12 rounds per day, and can end a rage as a free action. When her rage ends, she loses the hit points she gained from raging, and if this brings her below 0 hit points, she falls unconscious and begins dying. Ending her rage also makes her fatigued (imparting a –2 penalty to her Strength and Dexterity) for 2 rounds for every round she spent in a rage, and she can’t rage while fatigued or exhausted. While raging, she can’t use Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride), or any ability that requires patience or concentration.
In addition, when Amiri reduces a creature to 0 or fewer hit points, she must attempt a Will save (DC 13) or become confused. For the remainder of her current turn, she attacks the nearest creature other than herself. On the following round, refer to the confusion spell to determine her actions. At the end of this round, and each round thereafter, she can attempt a new saving throw to end the confusion effect. The rounds during which she is confused do not count against the rounds she has spent raging that day, but she cannot end her rage voluntarily, nor can she use rage powers while confused.
Wild Fighting (Ex) When Amiri uses the full-attack action, she can make one extra attack per round at her highest base attack bonus. Until the beginning of her next turn, however, she takes a –2 penalty on attack rolls and –4 penalty to AC.
Sources:
Advanced Class Origins: Screaming Leap trait
Advanced Player's Guide: Lesser Fiend Totem and Reckless Abandon rage power
Ultimate Combat: Wild Rager archetype
Shodaw |
My very first try:
XP
Male contract-bound(B5) human investigator 4 (mastermind) (Advanced Class Guide)
LE Medium humanoid (human)
Init +1; Senses darkvision 60 ft., see in darkness., low-light vision; Perception +9
----- Defense -----
AC 24, touch 14, flat-footed 20 (+5 armor, , +1 deflection, +1 Dex, +4 natural)
hp 40 (4d10+12); regeneration 5 (good spells, good weapons)
Fort +4, Ref +9, Will +5 +4 vs. poisons, +1 vs. charms and compulsions and reroll at +2 if they force him to break the law
Immune sleep; Resist fire 30
Weaknesses contract bound
----- Offense -----
Speed 30 ft
Melee mwk sword cane +7 (1d6+3/18-20)
Ranged mwk light crossbow +5 (1d4+3/19–20)
Investigator Extracts Prepared (CL 4)
2st—invisibility , bull’s strength
1st—expeditious retreat, Heightened Awareness (ACG), longarm (ACG), shield
Spell-Like Abilities (CL 4; concentration +8)
3/day—bestow curse (DC 17), detect thoughts (DC 16), locate creature
1/day—summon (level 2, 1 lemure 100%)
----- Tactics -----
Before Combat If Quinn was unable to access his vast network in local law enforcement (corrupted, of course) or underworld for underlings, he will always trying to lure his opponents into well designed ambush. Before get into violence, Quinn will use his extracts and mutagen (he prefers boost his dexterity than brutal force) and apply magic weapon oil on his sword cane. If possible, Quinn will hide himself and use his locate creature and detect thoughts spell-like abilities to know more about the enemies he will soon deal with. Quinn picks the locations as dark as possible, where the environment effectively hinder his foes but have not on impact him during the fight.
During Combat When he got a good chance to surprise his enemy, Quinn will target the most physical feeble enemy (like obvious spell caster), try to take them down with Blue whinnis poisoned crossbow bolt. Then he will keep moving and quickly studying opponent at same time, use darkness as his cover and delivers well-planned strikes to the crucial targets. When he is facing a strong fighter, Quinn cast bestow curse on them.
Morale Quinn knows that if he fall in a worthless battle, his damned soul will be claimed by the devil who waiting him to make such mistake. Once the situation goes dire, Quinn will drink his invisibility extracts and flee. If cornered, Quinn was willing to parley with the opponents, offering terms even give reasonable helps for exchange his life.
----- Statistics -----
Str 16, Dex 12, Con 13, Int 18, Wis 12, Cha 12
Base Atk +3; CMB +6; CMD 17
Feats Extra Inspiration, Extra Investigator Talent, Weapon Focus (sword cane)
Skills Acrobatics +5, Appraise +8, Bluff +5, Climb +6, Craft (alchemy) +8 (+12 crafting), Diplomacy +8 (+9 for gathering information), Disable Device +12, Disguise +6, Escape Artist +5, Heal +6, Intimidate +5, Knowledge (all) +8, Knowledge (local) +9, Linguistics +8, Perception +8, Sense Motive +8, Sleight of Hand +5, Spellcraft +8, Stealth +5, Use Magic Device +8; Armor Check Penalty –0
Traits lover of law, Thrune informant
Languages Abyss, Elven, Common, Kelish, Infernal, Thassilonian, Varisian
SQ alchemy, a quiet word, keen recollection, inspiration (9/day), investigator talents (quick study, mutagen), mastermind defense, mastermind`s Inspiration, poison lore, poison resistance +2, studied combat, studied strike +1d6
Combat Gear antitoxin, meditation tea, smelling salts, drow poison, blue whinnis, cure light wound potions (2), disguise self potion, magic weapon oil(2),
Other Gear +1 mithral chain shirt, mwk hand crossbow with 10 bolts, mwk sword cane(UE), cloak of resistance +1, mwk backpack, belt pouches ,mwk thieves’ tools, sleeve holster, hip flask with water, 27 pp
----- Special Abilities -----
Contract Bound (Ex) Quinn has signed a contract of service with a contract devil in return for this template. The devil must reveal its nature as a creature of Hell when it offers a contract, and it can't hide the details of the contract in any way. Quinn must enter the agreement willingly (without magical compulsion). As the terms of the contract indicate, Quinn must pledge his personal loyalty to House Thrune, and serve as the agent to infiltrate law departments of several Avistan countries in exchange the creature gains the template's abilities
The contract always includes a cause that damns the signer's soul to Hell when he dies, with credit for the act and possession of the soul going to the devil signing the contract. When Quinn dies, his soul is automatically imprisoned in a gem, which immediately appears in Hell as one of the devil's belongings. If the devil is dead when Quinn dies, his soul is destroyed, and can't be restored to life except by miracle or wish. If Quinn fails to perform the tasks in the allotted time, his soul is still damned and the devil is not obligated to provide the promised abilities.
Quinn`s quest of law eventually led him to the Infernal Cheliax. His quick wit, intelligence and vast networks in law enforcements and underworlds across Avistan soon bought him to some friends in important place. High court judge Laurel Sicarius, a power broker in the capital city of Egorian, admit Quinn as one of his aides.
After years of outstanding services for Sicarius, the high court judge reveals his long- concealed identity to Quinn that in true he was a contract devil who serving the ruling house of Thrune in Cheliax, under the command of his masters in Nine Hells. Sicarius offered Quinn a new chance and hope to fulfill his dream to bring the law and justice back to Galt – with a long, carefully evaluation, Sicarius recognize Quinn`s potential to be an agent for house Thrune in Avistan countries. He hands a personal contract to Quinn and promised that, if Quinn fulfills his duty with loyalty and resolution, as the quid pro quo, Sicarius and his master will help Quinn to restore law in Galt – within his lifetime, of course. There is not much room for Quinn to refuse such a chance, even in his darkening heart, Quinn knows that deal with devil was surely a way to his final doom – however, also a possible way to make his long broken dream come true.
Ajaxis |
Mirror Universe Feiya:
Mirror Universe Feiya CR 4
XP 1200
Female human witch (gravewalker) 4 (Advanced Player’s Guide 65, Ultimate Magic 84)
NE Medium humanoid (human)
Init +4; Senses Perception +1
Aura Aura of Desecration (25 ft.)
----- Defense -----
AC 14, touch 13, flat-footed 12 (+1 armor, +1 deflection, +2 Dex)
hp 26 (4d6+4)
Fort +3, Ref +4, Will +6
----- Offense -----
Speed 30 ft.
Melee cold iron dagger +2 (1d4-1/19-20)
Ranged dart +4 (1d4-1)
Special Attacks deliver touch spells through witch’s poppet, hex (slumber [4 rounds, DC 16])
Witch Spells Prepared (CL 4th; concentration +8)
2nd—inflict moderate wounds (2, DC 16), lipstitch (DC 16) (Pathfinder Campaign Setting: Pathfinder Society Field Guide)
1st—command (DC15), night blindness (DC 15) (Pathfinder Player’s Companion: Black Markets), ray of enfeeblement (2, DC15)
0 (at will)—bleed (DC 14), dancing lights, detect magic, touch of fatigue (DC 14)
----- Tactics -----
Before Combat Feiya drinks her potion of mage armor if there is any chance she will be in melee combat (providing an additional +3 deflection bonus, to her armor class, not included above). If she if fighting with a cleric who channels negative energy, or alongside undead, she activates her aura of desecration.
During Combat Feiya greatly prefers fighting just close enough to use her slumber hex. Generally on the first round of combat, she uses her slumber hex on the most heavily armored enemy, using her Accursed Hex feat to try again if the first use fails. Against spell casters, she first attempts the lipstitch spell, and then uses her spell poppet to cast inflict serious wounds while remaining out of melee range. She will often use her equipment, such as her tangleburn bags, to keep enemies from closing in on her.
Morale Feiya is no idiot. If she is reduced to 13 hit points or less, or if the fight looks unwinnable, Feiya quaffs her potion of gaseous form and plots her revenge from afar.
----- Statistics -----
Str 9, Dex 14, Con 12, Int 18, Wis 12, Cha 14
Base Atk +2; CMB +1; CMD 13
Feats Accursed Hex (Ultimate Magic), Arcane Strike, Combat Casting
Skills Craft (poison) +10, Diplomacy +3 (+5 vs. undead), Heal +5, Intimidate +7, Knowledge (arcana) +11, Knowledge (history) +8, Knowledge (nature) +10, Knowledge (planes) +8, Profession (soothsayer) +6, Sense Motive +3, Spellcraft +11, Use Magic Device +9
Traits Death Speaker (Pathfinder Campaign Setting: Inner Sea Gods), Erratic Malefactor (Hell’s Vengeance Player’s Guide)
Languages Aklo, Common, Giant, Necril, Sylvan
SQ aura of desecration, bonethrall (DC16), deliver touch spells,
Combat Gear potion of gaseous form, potion of mage armor, tangleburn bag (Ultimate Equipment), tanglefoot bag (2), vicious caltrops (Pathfinder Player’s Companion: Goblins of Golarion)
Other Gear 6 gp, cloak of resistance +1, cold iron dagger, darts (10), masterwork backpack (Ultimate Equipment), ring of protection +1, silken ceremonial armor (Ultimate Equipment), spell component pouch, witch’s spell poppet
----- Special Abilities -----
Aura of Desecration (Su) 25 ft. aura, providing +2 to the DC of any channel negative energy, and +2 turn resistance of undead.
Bonethrall (Su) DC 16 to command an undead creature within the gravewalker’s aura of desecration. Up to the 4 HD can be controlled. Intelligent undead receive a daily saving throw. If an undead creature is being controlled, an opposed charisma check determines the controller.
Deliver Touch Spells (Su) After casting a touch spell, a you can stick a pin into your poppet, and attempt a ranged touch attack as a full round action. The subject must be within your aura of desecration.
Hex (slumber [Su]) Within 30 feet, you can cause a creature to make a DC 16 Will save, or fall asleep for 4 rounds. Whether the save is successful, a creature cannot be affected again by this hex for 24 hours.
Exceptional Resources Mirror Universe Feyia was generated with a 20 point build and PC equivalent resources, resulting in a +1 CR.
Spell Poppet A spell poppet is a doll a gravewalker communes with instead of a familiar.
NoMagicForYou |
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A different look at Quinn, who made some different choices in life. A lot of the art of the Gray Gardeners had what looked like metal clubs, but I couldn't find a real stat block which listed if they were something different.
The rule of law is only as strong as the people who uphold it, and few know this fact better than Quinn.
The child of a former noble family of Galt, Quinn was raised to despise the chaos that had robbed his parents of their proper name and station, forcing them to hide as middle-class apothecaries. Yet for Quinn himself, trained as a legal clerk and never having personally known the aristocratic comforts his parents mourned, this was no true inconvenience. What frustrated him about his nation was not that power resided with the people, but rather that it was wielded in such a capricious fashion. His fellow citizens' constant false accusations and refusal to abide by court rulings drove young Quinn to distraction.
When Quinn was 37, having recently lost both parents to an outbreak of plague, his simmering rage finally came to a head. After the ruling faction sentenced a man to death with flagrant disregard for due process, Quinn overstepped his usual role by investigating the matter himself, turning up irrefutable proof of the man's innocence. When his attempts to reopen the case were stymied, he returned the night before the scheduled execution and set the man free—only to run straight into a Gray Gardener patrol. With no other option, he turned the man over to the justice of the Final Blades. Sensing a man who could be of value, the Gardeners captured Quinn and began to teach him their goals and the values of the revolution, beginning to erode his sense of identity in the process.
Thus began a new chapter in Quinn's life. Roaming the nation of Galt, Quinn kept an ear out for enemies of the revolution. When he found one, he used his affiliation with the Gardeners to frighten his victim’s allies into standing down, allowing him to arrest the individual with the minimum amount of resistance. Over time, Quinn found a certain contentment in bringing in the ones who did resist. Broken limbs typically made it more difficult to escape Galtan justice.
Over time, though, Quinn’s resentments about the capriciousness of the system returned, until he had an epiphany. Galt would never reach a peaceful end to the revolution. The people would slaughter each other until no one remained. On that day, Quinn renounced the country and its revolution. He left, and did what he felt Galt itself should do: return to the fold of Cheliax. In this manner, Quinn has served the Thrice-Damned House of Thrune: rooting out rebels and others who would see the rule of law broken down in favor of bloody anarchy.
Mirror Universe Quinn CR 4
XP 1200
Male human investigator (relentless inspector) 4
LE Medium humanoid (human)
Init +1; Perception +9
----- Defense -----
AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 31 (4d8+8)
Fort +3, Ref +6, Will +7; +2 vs. emotion and fear effects
----- Offense -----
Speed 30 ft.
Melee mwk club +6 (1d6+2), sap +5 (1d6+2 nonlethal)
Ranged dagger +4 (1d4+2)
Extracts Prepared (CL 4)
2nd—barkskin, focused scrutiny
1st—enlarge person, expeditious retreat, shield (2)
----- Tactics -----
Before Combat Quinn drinks his extract of shield and then studies his target as a swift action.
During Combat Quinn begins combat by power attacking, attempting to intimidate his target to gain an edge.
Morale Quinn is a smart combatant, and knows when he is outmatched. If he hasn’t gained the upper hand after three rounds, or is reduced to below half health, he flees combat. He will attempt to learn more about his targets before returning with well-equipped backup.
----- Statistics -----
Str 14, Dex 12, Con 12, Int 18, Wis 12, Cha 12
Base Atk +3; CMB +5; CMD 16
Feats Extra Investigator Talent, Hurtful, Power Attack
Skills Acrobatics +5, Appraise +8, Bluff +8, Climb +6, Craft (alchemy) +15, Diplomacy +6, Disable Device +10, Disguise +7, Escape Artist +5, Intimidate +8, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +9, Knowledge (nature) +8, Knowledge (nobility) +8, Knowledge (planes) +8, Knowledge (religion) +8, Perception +9, Sense Motive +10, Sleight of Hand +5, Spellcraft +8, Stealth +6, Use Magic Device +6; Armor Check Penalty -0
Traits disillusioned, thrune informant
Languages Common, Kelish, Osiriani, Infernal, Skald
SQ alchemy, inspiration (6/day), interrogation, investigator talents (quick study, perceptive tracker), keen mind, keen recollection, poison lore, studied combat, studied strike +1d6, swift alchemy
Combat Gear acid(2), alchemist's fire(2), antiplague, antitoxin, meditation tea, smoke stick, potion of countless eyes, potion of fly, potion of heroism, soothe syrup, twitch tonic Other Gear +1 mithral chain shirt, wand of infernal healing (2 charges), alchemy crafting kit, dagger(2), mwk club, cloak of resistance +1, backpack, waterskin mwk thieves' tools, smelling salts, formula book containing (all prepared 1st-level extracts plus ant haul, comprehend languages, crafter's fortune, detect secret doors, disguise self, enlarge person, keen sense; all prepared 2nd-level extracts); 8 gp
----- Special Abilities -----
Alchemy (Su) Quinn can identify potions with a Craft (alchemy) check by examining them for 1 round. He can brew extracts each day from his book, similar to preparing spells.
Disillusioned (Ex) Quinn gains a +2 trait bonus on Will saving throws against emotion and fear effects.
Inspiration (Ex) Quinn can spend 1 use of inspiration to add 1d6 to a skill check after rolling. For Knowledge, Linguistics, Spellcraft he can add the 1d6 for free. He can also spend two uses to add to an attack roll or saving throw after rolling. For saving throws, this takes an immediate action.
Interrogation(Ex) Quinn is a master of harrying others until they cooperate with his investigations and adds +2 to Intimidate checks made to influence a creature’s attitude and to Sense Motive checks.
Keen Mind (Ex) Quinn’s strong, analytical mind resists attacks and hazards that would muddy his clear thoughts, He gains a +1 bonus on Perception checks and Will saves.
Keen Recollection (Ex)Quinn can attempt all Knowledge skill checks untrained.
Perceptive Tracking (Ex) Quinn can use Perception instead of Survival to both find and follow tracks, using the same DCs listed under the Survival skill.
Poison Lore(Ex) Quinn never poisons himself when putting poison on a weapon. He can identify poisons with 1 minute of study by succeeding at a Knowledge (nature) check for natural poisons or Knowledge (arcana) check for magical poisons (DC = the poison’s save DC). If he succeeds, he can spend another minute to attempt a Craft (alchemy) check at the same DC to neutralize it.
Studied Combat (Ex) Quinn can use a swift action to study his enemy’s moves and gain a +2 insight bonus to melee attack and damage rolls against that enemy for 4 rounds or until he ends it with a studied strike. The damage is precision damage, and it isn’t multiplied on critical hits. Quinn can only have one enemy studied at a time, and if he wants to study an enemy he already studied that day, he must spend 1 use of inspiration.
Studied Strike (Ex) Quinn can end his studied combat early to add 1d6 extra precision damage to a successful melee attack against his target. He must be able to see the target well, and the damage doesn’t multiply on a critical hit or affect creatures immune to sneak attacks.
Thrune Informant (Ex) As an agent of House Thrune, Quinn gains a +1 trait bonus on Diplomacy checks to gather information, disguise checks, and Knowledge (local) checks.
Advanced Class Guide investigator, extra investigator talent
Advanced Class Origins relentless inspector
Advanced Player's Guide ant haul, crafter's fortune, keen senses
Hell's Vengeance Player's Guide thrune informant
Monster Codex Hurtful
Pathfinder Player Companion: Quests and Campaigns disillusioned
Ultimate Magic potion of countless eyes