Theron Pearroc's page

RPG Superstar 7 Season Star Voter. 11 posts. No reviews. No lists. No wishlists.


Has anyone checked out the Kickstarter for Realms of Atrothia: Primary Expansion? It looks like it will be a good continuation of Pathfinder 1E. xpansion?ref=nav_search&result=project&term=realms%20of%20atrothia

They also have a bunch of spoiler posted on their website:

Andrew Roberts wrote:
As always is the question with chases, do animal companions/familiars/eidolons/phantoms get a check? Barring a response, I'm inclined to say "no" as it specifically says "PCs," although I may be amendable to letting their companion do the check instead if they wished.

It specific PCs, so definitely not.

That being said, if it didn't then it would be up to GM interpretation. As a general rule of thumb at my table, if it is a class feature, feat, or item that belongs to your PC, they can use it/him/her to make the check instead, but not both at the same time.

Sorry, I was only referring to the freeing of Gideon Wren for the cap on debilitating wounds, which is 4. The difficulty in freeing him could result in dozens of debilitating wounds otherwise. The number of debilitating wounds for the chase could realistically be as high as 14 if your group likes to rest and has dismal failure throughout the adventure.

The intention is that the entire adventure runs on a sort of "clock", rewarding you for performing well, and hindering you if you take too long, especially when it comes to Gideon Wren. The time crossing the bay introduces the "clock", and any time spent afterwards within Boali progresses it forward.

There is a cap on the number of debilitating wounds Gideon can suffer for that reason, just in case your group hits the squall, tries every method of finding the Aspis in Boali, continually fails in their freeing of Gideon, and even chooses to recuperate from their travels along the way. This way it can only be so hard, regardless of how long the journey, or how bad the dice may be.

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Plausible Pseudonym wrote:

Right, but Eleven goes unconscious without taking other damage, so she has to be suffering nonlethal greater than her normal HP. Not really feasible unless she's low level with a 6 Con.

"This nonlethal damage cannot be reduced in any way so long as the spellcaster suffers from lassitude." So the spell blight doesn't allow her to wake up from normal healing of nonlethal. She needs outside magic that doesn't exist.

I think there is come confusion here with reducing damage vs. healing damage. The wording is intended for creatures with DR, as in a reduction of damage with DR 5/ Cold Iron as an example, not the healing of damage. By resting for 8 hours, you would still recover the nonlethal damage as normal, you just won't recover from the lassitude spellblight (because it's a curse).

As for the falling unconscious bit, you can fall unconscious purely through nonlethal damage, if you take enough to exceed your current hit points.

Hopefully this clears up the rules lingo for everyone. ; )

Plausible Pseudonym wrote:
Unfortunately never lassitude spell blight (no way to realistically knock yourself out or heal) or burn (no way to knock yourself out without other damage) work for her power related fatigue. That's by far the hardest thing to emulate with Pathfinder, all the powers can be done very closely with spells, although no one has actually covered all of them, probably because they're afraid of Gate and everything else it would imply or require. I think I know a way to split the baby on that, though, so maybe I'll try.

Actually, once you take nonlethal damage in excess of your current hit points you fall unconscious. Also, you can still recover damage as normal with the lassitude spellblight, you just cannot remove the spellblight without the lesser restoration (or similar effect) and caster level check.

I would suggest the lassitude spellblight to anyone making Eleven, because it seems to fit so darn well. ; )

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It's amazing how little time you have when you have a new baby, and buy a new house... Let's just say that I'll only be posting new statblocks whenever I get a chance!
For Post One we did late game content, for Post Two we did early game content, so for Post Three... We do final-frontier level stuff!

Post Three: Grand Arbiter Deledain
From Legacies of Corberus: Act V: Aberus Unearthed, I present to you an Inevitable who cares about efficiency above all else, and as we all know, nothing is as inefficient as living organisms. In my campaign, he was placed in charge of managing and maintaining the technology of Aberus, a floating sky-city ruled by an ancient wizard. Unfortunately, after 50 years without their master's return, the citizens began dismantling some of the city's machinery to keep up with their growing food demands, and the Grand Arbiter determined that the only solution was to disengage the life support systems. Who has to worry about eating when your air supply turns off?


At nearly 8 feet tall, this metallic man stands regally, wearing a flowing blue tunic with gold trim which covers most of his body; his arms are lithe and long. Thrusting his arms skyward, 6 smaller arms unfold from behind his tunic, and begin to pass golden warhammers upwards, the 2 long arms wielding the largest of them.

Grand Arbiter Deladain CR 25
XP 1,640,000

Unique inevitable
LN Medium outsider (extraplanar, inevitable, lawful)
Init +17; Senses darkvision 60 ft., low-light vision, detect chaos, true seeing; Perception +46
--- Defense ---
51, touch 29, flat-footed 38 (+13 Dex, +22 natural, +4 deflection, +2 insight)
hp 499 (31d10+329); regenerate 15 (chaotic artifacts, effects and spells)
Fort +31, Ref +31, Will +29
Defensive Abilities constructed, entropic shield, foresight; DR 15/epic and chaotic; Immune electricity; SR 36
--- Offense ---
40 ft.
Melee Large +5 axiomatic shocking burst warhammer +49/+44/+39/+34 (2d6+18/19-20x3), Large +5 axiomatic shocking burst warhammer +49/+44/+39 (2d6+18/19-20x3), 6 +5 axiomatic shocking burst warhammers +49 (1d8+9/19-20x3), or 2 slams +44 (2d6+13), 6 slams +44 (1d8+6)
Ranged ray +45
Space 5 ft.; Reach 5 ft. (10 ft. with large arms)
Special Attacks multiweapon mastery, arbiter’s grasp
Spell-Like Abilities (CL 20th; concentration +30)
Constant–detect chaos, discern lies (DC 24), entropic shield, foresight, shield of law (DC 28), true seeing
At will–chain lightning (DC 26), dictum (DC 27), dimension door, dimensional anchor, disintegrate (DC 26), enervation, geas/quest, greater dispel magic, greater shout (DC 28), greater teleport, hold monster (DC 25), lightningbolt (DC 23), locate creature, order’s wrath (DC 24), planeshift (DC 25), shocking grasp, telekinetic sphere (DC 28), vampiric touch
3/day–energy drain, mass hold monster (DC 29), quickened chain lightning (DC 26), quickened disintegrate (DC 26), temporal stasis (DC 28)
1/day–forbiddance (DC 26), mage’s disjunction (DC 29), wish (DC 29)
--- Statistics ---
36, Dex 36, Con 31, Int 27, Wis 27, Cha 30
Base Atk +31; CMB +44; CMD 67
Feats Alertness, Combat Casting, Combat Reflexes, Dimensional Agility, Dimensional Assault, Dimensional Dervish, Double Slice, Greater Two-Weapon Fighting, Improved Critical (warhammer), Improved Initiative, Improved Two-Weapon Fighting, Lightning Reflexes, Quicken Spell-Like Ability (chain lightning), Quickened Spell-Like Ability (disintegrate), Skill Focus (Acrobatics), Two-Weapon Fighting
Skills Acrobatics +53, Climb +47, Diplomacy +41, Disguise +41, Knowledge (arcana) +42, Knowledge (engineering) +39, Knowledge (planes) +42, Linguistics +39, Perception +46, Sense Motive +46, Spellcraft +42, Stealth +47, Survival +39, Use Magic Device +39
Languages truespeech
SQ secondary arms
--- Ecology ---
Organization solitary (unique)
Treasure triple (Large +5 warhammer (2), +5 warhammer (6), other treasure)
--- Special Abilities ---
Arbiter’s Grasp (Su)
Any weapon wielded by Grand Arbiter Deladain gains both the axiomatic, and shocking burst weapon qualities as long as it remains in his grasp.
Deladain’s Reach (Ex) The 2 main arms of the Grand Arbiter Deladain are capable of wielding Large weapons at no penalty, and have a natural reach of 10 feet.
Multiweapon Mastery (Ex) The Grand Arbiter Deladain never takes penalties on his attack rolls when fighting with multiple weapons.
Secondary Arms (Ex) The Grand Arbiter possesses six smaller arms. Each of these arms adds only half his strength bonus to damage rolls (rounded down).

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Presenting for your enjoyment... Eleven, the wierdo from a Stranger World: Earth


A strange young girl from another world, with short brown hair, and piercing brown eyes.

Eleven CR 11
XP 12,800
Female young human sorcerer 9/ loremaster 5
NG Small humanoid (human)
Init +9; Senses Perception +13

----- Defense -----
AC 22, touch 17, flat-footed 18 (+3 armor, +4 Dex, +2 deflection, +2 natural, +1 size)
hp 79 (14d6+28)
Fort +13, Ref +13, Will +16; +4 vs. mind-affecting effects
Defensive Abilities mental resistance +4, resistance +5, toughening +2
Weaknesses lassitude

----- Offense -----
Speed 30 ft.
Melee +3 unarmed strike +9 (1d2+2 nonlethal)
Ranged touch +10
Special Attacks psychic strike 10/day (DC 21)
Sorcerer Spells Known (CL 14th; concentration +21)
7th (4/day)—ego whip V (DC 24), mass hold person (DC 24)
6th (6/day)—enemy hammer (DC 23), intellect fortress III, mind thrust VI (DC 23), shadow walk (DC 23)
5th (7/day)—hold monster (DC 22), id insinuation IV (DC 22), sending, telekinesis (DC 22)
4th (7/day)—locate creature, mass daze (DC 21), scrying (DC 21), telekinetic charge
3rd (8/day)—force punch (DC 20), heroism, hold person (DC 20), hostile levitation (DC 20)
2nd (8/day)—daze monster (DC 19), kinetic reverberation (DC 19), knock, levitate, scare (DC 19)
1st (8/day)—anticipate peril, break (DC 18), endure elements, heightened awareness, shield
0 (at will)—bleed (DC 17), daze (DC 17), detect magic, detect poison, mage hand, message, open/close, read magic, resistance
Bloodline psychic

----- Tactics -----
Before Combat Eleven has used weapon attunement on her fists, and armor attunement on her clothes. El uses Empath to read the emotion auras of those she encounters. Whenever she suspects a confrontation she uses stealth to hide, and casts anticipate peril and heightened awareness.
During Combat Eleven prefers to flee from combat whenever possible, but will put herself in danger to protect her friends. When forced into combat she uses her lowest level spells required to avoid a direct conflict, such as hold person or scare, but will use more powerful magic like telekinesis, hold monster, and mass hold person if necessary. Eleven will always risk higher level spells if it means protecting her friends, or on the rare occasion when she loses her temper. She will only resort to outright conflict if flight is not possible, utilizing reached toppling force punch or mind thrust in an attempt to incapacitate her targets or force their retreat. Eleven will only resort to taking life when it is in the direst of circumstances, such as life threatening danger to her friends or herself, with no method of retreat. In such instances she uses a combination of quickened reached force punch to throw her target against a wall or obstacle, and telekinesis to attempt to grapple and pin her foe in place, further casting quickened reached force punch until they are slain.
Base Statistics Without anticipate peril and heightned awareness, her statistics are Init +4; Skills Perception +11, Knowledge (arcana) +24, Knowledge (planes) +28.
Morale Hailing from a world unable to cure her lassitude spellblight, Eleven is reluctant to use her psychic magic for fear of the damage it afflicts upon her body if she loses concentration, and is unable to control her powers. She would do anything to protect her friends from harm, even if it causes her pain or risks her life. If her presence puts them at risk, and they are in no foreseeable danger now or in the near future, she will cast shadow walk to escape through the Upside Down (despite her preference to avoid the place all together).

----- Statistics -----
Str 8, Dex 18, Con 12, Int 15, Wis 13, Cha 24
Base Atk +6; CMB +4; CMD 20
Feats Empath, Endurance, Diehard, Eschew Materials, Point Blank Shot, Precise Shot, Quicken Spell*, Reach Spell, Skill Focus (Knowledge [planes]), Toppling Spell, Toughness
Skills Bluff +20, Intimidate +20, Knowledge (arcana) +26, Knowledge (dungeoneering, engineering, geography, history, local, nature, nobility, religion) +4, Knowledge (planes) +30, Perception +13, Sense Motive +13, Spellcraft +15, Stealth +18, Survival +2
Traitsdoubt, magical lineage (force punch), orphaned, resilient
Languages Abyssal, Aklo, Common
SQ armor attunement (+2/+2 or +3), bloodline arcana (sorcerer spells and spell-like abilities count as psychic, using thought and emotion components instead of verbal and somatic), lore +2, mental prowess (+4 Cha, +2 Int), physical prowess (+4 Dex, +2 Con), secrets (secret health, secrets of inner strength, the lore of true stamina), undercasting prodigy, weapon attunement (+2/+2 or +3)
Combat Gear trauma pack; Other Gear backpack, battery (5), commset, flashlight, silver mirror (worth 1000 gp, for scrying), "011" tattoo, traveler's outfit, waffles

----- Special Abilities -----
Lassitude (Su) Eleven is afflicted with the lassitude spellblight. Whenever Eleven casts a spell, she must make a concentration check (DC 15 + twice the spell level of the spell being cast). If she fails the check, she takes 1 point of nonlethal damage per spell level (or 1 point of nonlethal damage when casting a 0-level spell). This nonlethal damage cannot be reduced in any way so long as she suffers from lassitude. Lassitude can be cured as though a curse, with a DC 20 caster level by casting lesser restoration, restoration, or any effect that completely removes exhaustion; simply resting has no effect on the spellblight. This debilidating condition adjusts Eleven's CR by -1.

Sources Used: Pathfinder Campaign Setting: Technology Guide, Pathfinder RPG: Advanced Class Guide, Pathfinder RPG: Advanced Player's Guide, Pathfinder RPG: Core Rulebook, Pathfinder RPG: Occult Adventures, Pathfinder RPG: Ultimate Combat, Pathfinder RPG: Ultimate Equipment, Pathfinder RPG: Ultimate Magic

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Well it looks like I have a bit more free time than expected this week, since I've already got my campaigns prepped for the next few sessions. While my first post was a unique new monster, not all the stat blocks posted here will be so. That being said, my second post will also be a new monster.

For Post One I went with late game content, so its only fitting that this time I go with early game content. As well, if anyone has any requests for specific CR ranges, just let me know and I can make my weekly post within range.

Post Two: Blight Minotaur
From The Price of Freedom: Act I: Bloody Midnight, I present to you the Blight Minotaur, so named for the negative effect they have on whatever society they have choosen to call home. This vile monster is well suited for use as both a "monster of the week", and early game antagonist (with some class levels they can even be a primary antagonist). In my campaign specifically, one such creature worked at a tavern as a barkeep, and would abduct victims after lacing their drinks with oil of taggit. Afterwards, he would lock his prey in his labyrinth (a crate-filled warehouse, with access to several sewer tunnels), hunt them down over the course of the night, before finally killing them at sunrise. When he felt his serial killer alter ego was on the verge of being revealed due to the PCs investigations, he abducted one of their more helpless companions and forced them to survive his trap-filled maze of murder to rescue their incapacitated friend before his execution at daybreak.


Blight Minotaur CR 4
XP 1,200
CE Medium monstrous humanoid
Init +5; Senses darkvision 60 ft., scent; Perception +11
Aura frightful presence (30 ft., DC 14)
--- Defense ---
AC 17, touch 11, flat-footed 16 (+2 armor, +1 Dex, +4 natural)
hp 42 (5d10+15)
Fort +4, Ref +5, Will +7
Defensive Abilities natural cunning
--- Offense ---
Speed 40 ft.
Melee battleaxe +8 (1d8+3/x3), gore +3 (1d6+1), claw +3 (1d4+1), or gore +8 (1d6+3), 2 claws +3 (1d4+1)
Ranged heavy crossbow +6 (1d10/19-20)
Special Attacks deadly nails, powerful charge (gore +11, 2d6+4), terrifying strikes
--- Statistics ---
Str 17, Dex 13, Con 16, Int 16, Wis 17, Cha 14
Base Atk +5; CMB +8; CMD 19
Feats Endurance, Improved Initiative, Intimidating Prowess, Shatter DefensesB
Skills Bluff +7, Craft (trapmaking) +11, Intimidate +13, Perception +11, Sense Motive +8, Stealth +9, Survival +9 (+13 scent tracking); Racial Modifiers +4 Survival when tracking by scent
Languages Common, Giant
SQ change shape (any human; alter self)
--- Ecology ---
Environment any urban
Organization solitary, pair, or cabal (3-10)
Treasure standard (leather, battleaxe, heavy crossbow with 10 bolts, other treasure)
--- Special Abilities ---
Deadly Nails The fingernails of a blight minotaur are so sharp and powerful, they can be used as claw attacks dealing 1d4 damage, however this is always considered a secondary attack.
Natural Cunning (Ex) Like normal minotaurs, blight minotaurs possess innate cunning and logical ability. This gives them immunity to maze spells and prevents them from ever becoming lost. Further, they are never caught flat-footed.
Terrifying Strikes (Ex) The intoxicating smell that exudes from a terrified victim strengthens the blight minotaur's murderous instincts, causing their blows to stike with greater accuracy, and lethality. They receive a +2 circumstance bonus on attack, and damage rolls against creatures with the shaken, frightened, or panicked conditions. In addition, they receive a further +4 bonus on attack rolls made to confirm critical hits.

A highly intelligent offshoot of their more savage kin, the blight minotaur is a terror to behold. Preferring the common man-made labyrinths of tightly packed slums, and winding sewer tunnels to those carved from caverns or found in ancient ruins, it is not uncommon for such creatures to build labyrinths of their own within abandoned warehouses and estates using crates, barrels, and other terrifying implements, or deadly traps.
Fitting unusually well into human societies, these rare creatures are seldom encountered in their true forms, preferring instead to appear as muscular attractive human in an attempt to draw less attention to their unusual habits. Despite appearances, these vile creatures possess a murderous instinct like no other, and are driven to terrorize and slaughter those around them with an almost supernatural desire. This murderous behavior quickly earns them reputations as gang bosses, serial killers, or torturers.
Enjoying the thrill of the hunt, blight minotaur prefer to chase victims through their labyrinth-like lairs for hours, or even days if possible, only striking a killing blow after their quarry is pushed to the brink of death by terror and exhaustion.

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Hello fellow GMs in the world of Pathfinder. I have been GMing my own Campaign Setting since the 3.5 D&D days, I moved into Pathfinder as soon as the Core Rulebook came out. I have a few freelance credits to my name, and run 3 different campaigns per week, each with different players.

I figure that instead of hoarding all my homebrew stat blocks from my older campaigns, I might as well share them with all you out there in the Pathfinder universe who are looking to shake up your own campaign. The plan is to post a minimum of one stat block per week, and I will be going very light on the fluff, mainly because these are intended for my own Campaign Setting, not Golarion or yours, so the fluff won't be accurate for your uses.

Post One: The Rimewind Stormbeast
From City of the Dead: Act III: The Tyrant of the Rimewind Valley, I present to you the Rimewind Stormbeast, a massive construct intended as a unique mobile stronghold for any big bad, hermit, or otherwise cloistered master. In my game specifically, it is home to a trio of Norn who have the Instant Fortress linked to a subplane whose interior is that of a large castle. By obtaining the McGuffin held by the Norn inside the castle, the PCs could become the "Master" of the mobile fortress.


A mighty storm bellows from the pair of icy smokestacks crowning the head of this immense, ox-like beast of stone and iron, while a thick layer of frost covers its body like frozen white fur. This massive automaton stomps ferociously as it guards the fortress upon its back, possessing an uncanny awareness in its otherwise lifeless eyes.

Rimewind Stormbeast CR 18
XP 153,600
N Colossal construct
Init +8; Senses darkvision 60 ft., low-light vision, storm vision; Perception +8
--- Defense ---
AC 34, touch 10, flat-footed 34 (+24 natural, +8 insight, –8 size)
hp 245 (21d10+130); fast healing 5
Fort +15, Ref +15, Will +15
Defensive Abilities hardness 10, uncanny awareness; Immune cold, construct traits, electricity
--- Offense ---
Speed 50 ft.
Melee gore +33 (6d6+20), 2 slams +33 (4d6+20)
Space 50 ft.; Reach 25 ft.
Special Attacks crushing stomp, trample (4d6+30, DC 40)
Spell-Like Abilities (CL 19th; concentration +19)
Constant–control weather
--- Statistics ---
Str 51, Dex 11, Con —, Int —, Wis 26, Cha 10
Base Atk +21; CMB +49; CMD 67
Feats Awesome BlowB
SQ frigid fortification, instant fortress, stormstacks
--- Special Abilities ---
Crushing Stomp (Ex) As a full round action, the rimewind stormbeast can stomp its massive body into the ground, lowering its defenses, but crushing anything below it with its immense size. Any creatures of large or smaller size within the rimewind stormbeast’s space must succeed on a DC 40 Reflex save or be pinned, automatically taking 6d6+20 bludgeoning damage the next round unless it moves off of them. The rimewind stormbeast must succeed in it’s combat maneuver check as normal. Pinned foes take damage from the crushing stomp each round if they don’t escape, and are treated as having total cover against any effect outside of the rimewind stormbeast’s space. While pinning foes, the rimewind stormbeast is prone, but may otherwise make slam attacks as normal against targets within range who are not pinned by this ability.
Frigid Fortification (Ex) The fortress-like body of the rimewind stormbeast is augmented and empowered within the icy grasp of a blizzard. When within such a storm, it gains 50 bonus hit points, moderate fortification, and fast healing 5.
Instant Fortress (Ex) The fortress upon the back of the rimewind stormbeast functions as an instant fortress, except it cannot be removed. As well, it gains the frigid fortification ability, and immunity to cold and electricity.
Storm Vision (Su) The rimewind stormbeast has been enchanted to see perfectly well in stormy conditions. It does not suffer any penalties to Perception checks, or miss chance due to concealment within natural or supernatural weather of any kind.
Stormstacks (Su) Sprouting from the roof of this beast-like fortress is a pair of immense magic-spewing smokestacks. These stacks radiate a constant control weather effect, which is able to produce a blizzard in addition to any normal weather for the given season. Unless instructed to do otherwise by its current master, this effect generates a blizzard, resulting in the following restrictions:
Heavy wind and snow reduces visibility to zero, imposing a –8 penalty to Fly checks, and making Perception checks and all ranged weapon attacks impossible beyond a range of 5 feet; targets within this range instead have concealment. Unprotected flames are automatically extinguished, and protected flames have a 75% chance of being doused. Creatures caught in the area of medium or smaller size are unable to move forward against the force of the wind unless they succeed on a DC 10 Strength check if on ground, or a DC 20 Fly check if airborne. Small or smaller creatures on the ground are knocked prone and rolled 1d4 x 10 feet, taking 1d4 points of nonlethal damage per 10 feet, unless they succeed on a DC 15 Strength check. Flying creatures are blown back 2d6 x 10 feet and take 2d6 points of nonlethal damage due to battering and buffeting, unless they succeed on a DC 25 Fly check. Snow falls at a rate of 1d3 feet per hour, and the extreme cold deals 1d6 points of lethal damage per minute (no save). In addition, a character must make a Fortitude save (DC 15, +1 per previous check) each minute or take 1d4 points of nonlethal damage.
Uncanny Awareness (Su) While not intelligent, the rimewind stormbeast has an unusual awareness of its surroundings and an uncanny knack for avoiding danger. It can never be caught flat-footed, and gains an insight bonus to initiative, AC and saving throws equal to its Wisdom bonus.

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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.

Amiri the Ravenous:

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