
Zombieneighbours |

Korvosa's roof tops are an exciting and varied place with many mysteries. What follows is a breif set of NPC's and monsters who might be encountered on the shingles as documented by Prefessor Oddman, Korvosa's for most expert on Shingles ecology. He also happens to be the cities 'only' expert on shingles ecology.
(Note: Its fairly late and the end of a long week at work. this is a first draft and i'm a dyslexic on a machine who's spell checker things pointing and laughing at me is great sport. All of this adds up to blah, sorry about spelling and systemic mistakes, if you spot system stuff, point it out, but don't worry about spelling/ grama right away as i will blitz it with the laptop on monday)

Zombieneighbours |

The Good Professor
We will open our exploration of the shingles with the good professor himself
Bill Oddman grew up the son of an apothicary, a sickly child, he spent much of his childhood locket away in the attic room of the Oddman families shop. It was here that he first discovered his love for Psudo-dragons and all the fauna and flora of the shingles. With the aid of his grand fathers spy glass he spent hours at a time studying the local population of the tiny dragons. Between the ages of 8 and 13, Bill had identified three separate species Psudo-dragon, and identified several individuals whom had shown special aptitude for complex skills including magic and theift.
In his teen aged years his health and physic improved greatly and, after attending a local school, he took to exploring the shingles. This new found freedom and greater learning in scholarly arts led to an explosion in his research. By his early 20's his work had earned him a scholarship within on of the cities minor universities.
Now in his late 40's, most of the cities population consider Oddman to be something of an eccentric due to the fact that he rarely leaves the upper reachs of the shingles. Oddman dress hardly helps, his slight belly and brightly coloured cloths make him a figure of fun amongst the younger citizens. However, in academic circles, he is toasted as a genius.
Pro. Bill Oddman
Male Human Expert 3/wizard 1
CN medium humanoid
Init +1 ; Senses listen 6, spot 6
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defence
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AC 11 touch 11, flatfooted 10
HP 10
Fort 0 Ref 2 Will 7
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offense
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Spd 30ft.
Melee: silver dagger +3(d4+1, 19-20 x2)
Spells known(CL 1st)
1st :feather fall , expeditious retreat
0: resist, light , flare
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tactics
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Before combat: If aware of a threat, Oddman will cast expedious retreat and prepare to run.
During combat: Oddman only fights if cornered with no where to run, in which case he fights with his dagger
Moral: Oddman does not fight if any other option is availible to him. If on a roof top, he will use both expeditious retreat and feather fall to get away as quickly as possible.
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statistics
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Str 12 Dex 13 Con 8 Int 16 Wis 14 Cha 10
Base atk +2
Feats:Skill Focus (knowledge [nature]), lightning reflexs, academic authority (psudodragon ecology)*, scribe scroll
Skills: balance 5, climb 5, concentration 2, diplomacy 2, gather information 4, handle animals 4, hide 5, knowledge (local) 8, knowledge (nature)10, knowledge (the planes) 7, listen 6, profession (scholar) 5, spell craft 6, spot 6
Languages: common, sylvan, infernal
Equipment: silver dagger, Scroll of Mage Armour, 20' rope and grappling hook, climbers kit, small spy glass, spell component pouch.
Spellbook:
Magic missle, feather fall, expeditious retreat, Mage Armour,
*New Feat: Academic Authority
A character with this feat is an known and respected authority on a specific subject, there understanding in a narrow field of study is second to none, which can be useful in it self, but also gathers great respect in academic circles.
Prerequisite: A knowledge based skill focus
Effect At perchase, academic authority is assigned to a specific narrow field within a knowledge skill, such as Psudo-dragon ecology. When making knowledge checks relating to this field, you may add +3 to your roll. Also when dealing with academics in your field of study, you may add +1 to your diplomacy rolls due to you renown.

Zombieneighbours |

Hollow Street Shrieker.
Type/size: Tiny dragon
Hit Dice: 2D12 + 2
Initiative:+2
Speed:15 ft, fly 60ft. (good)
Armour Class: 18 (+2 size, +2 dex, +4 natural), touch 14, flat footed
Base Attack/Grapple: +2/-8
Attack: Bite +6 melee (1)
Full attack: Bite +6 melee (1)
Space/Reach: 2 1/2Ft./0ft.
Special attack:Shriek
Special Qualities:Blind sense 60ft., Darksight 60ft., Immunity to sleep and paralysis, low light vision, Spell resistance 15, Telepathy 60ft.
Saves: Fort+4, Ref +5, Will+4
Abilities:Str 6 , Dex 15, Con 13, Int10, wis12, cha 10,
Skills: Diplomacy +2, Hide +20*, listen +9. Search +7, sense motive +7, spot +9, survival+1 (+3 following tracks)
Feats:Alertness, weapon finesse
Enviroment: urban(nocturnal)
Organisation: solitary, pair or clutch (3-5)
Challenge rating: 1
Treasure:None
Alignment: Mostly chaotic. Often chaotic good.
Close relation of the Korvosan Pseudodragon, the Hollow Street Screamers are a mottled gray and back, which helps them to go unseens at night. First identified as a true sperate species to the Korvosan Pseudodragon by Professor Oddman, the hollow screamers use a system of echo location similar to that of bats in there hunting. There primary pray being the large luna moths which are otfen found in the city throughout the summer months. In winter months, the Screamers diet changes, with them taking to scavenging and theif of food.
The Hollow street screamers no longer sport the sting of there slightly larger cousins but rather, when angry or agitated are able to create a highly focused scream. This peircing noice when directed at a target can cause physicial pain and even cause damage to soft tissue.
Combat
A Shrieker can deliver a vicious bite, but its principal weapon is its Shriek, which can quite literially break bones.
Shriek (Ex)
Once a turn, a Hollow Street shrieker may make a ranged touch attack against anyone within 60ft. If successful, the attack deals 1d3 sonic damage to the target.
Blindsense (Ex)
A Shrieker can locate creatures within 60 feet by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues). Opponents the Shrieker can’t actually see still have total concealment against the Shrieker.
Telepathy (Su)
Shrieker can communicate telepathically with creatures that speak Common or Sylvan, provided they are within 60 feet.
Skills
Shrieker have a chameleonlike ability that grants them a +4 racial bonus on Hide checks. *At night in urban enviroments, this bonus improves to +8.

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Interesting, I don't have my MM but I would like to comapre these stat to the Imp and see how it works. I haven't decided if I will play up the Imp/Dargon struggle in my game or not.
I can see the party rogue being quite surprised to have a tiny dragon competing with him for the best hiding place in the Shingles.

Zombieneighbours |

Of the selection of things i am scribbling down for this, these guys are my faverate. I can see an encounter with these thing in the shingles being very dangerous. When four or five Bursting out of the shadows and harressing tho people who are disturbing them.
I am going to redo the stats into the same format paizo use and flesh them out a chunk more.