Her Majestrix's Expeditionary conversion


Adventures


Did anyone out there made a Pathfinder RPG conversion for the NPCs of Her Majestrix's Expeditionary from the module called Entombed with the Pharaohs?

I'm about to do it (and post the converted stat blocks here), but if someone has already done all the work and wants to share the fruits of his labor, I'll be glad to throw his converted NPCs against my players.

Sovereign Court

Good luck.

"Cloistered Cleric" is an archetype available in Ultimate Magic.

There's no direct conversion for the half-orc; instead, I'd give him the Teamwork feat that allows for +1d6 damage when flanking and give him the Tower Shield Specialist archetype. Or, you can just convert him over directly; totally your choice!

Silver Crusade

I recently used these guys in a campaign as rivals to my PCs. Worked out well. I even added someone to both lead the Legionnaires and serve as a bodyguard to the paracount.

I didn't do much with their gear. For my purposes it wasn't necessary, but YMMV.

Enjoy!

Her Majestrix's Expeditionary:

Paracount Julistar
Hailing from the diabolical empire of Cheliax, this dedicated Osirionologist has but two passions in life: archaeology and the accumulation of power within Cheliax’s ruling faction, the Thrice-
Damned House of Thrune. Julistar’s cross-appointment as both a demicardinal of Asmodeus and as the curator of Thrune’s most prestigious museum, the Grand Athenaeum, enables him to combine his two greatest loves. As he increases the value of the museum’s legendary collection, his reputation and stature within Thrune grows commensurately. Accordingly, Julistar stops at nothing to secure the most sought-after treasures for his queen, the Infernal Majestrix.
Julistar was brought in to secure the site of the Ulduvai ruins by the Infernal Majestrix and has once again assembled a private team to aid him in this endeavor. He is using the the Aspis Consortium's need of reinforcements for Nightfall Station as a cover to gain access to the valley in the northeastern portion of the rugged Bandu Hills where he believes (incorrectly) the site is located. Fanatical yet suave, Julistar is an archetype of his fellow countrymen, a tribute to the devils that have manipulated the damned nation of Cheliax since its conversion.

Paracount Julistar CR 10
Male human aristocrat 3/cloistered cleric of Asmodeus (variant) 9
LE Medium humanoid
Init +4; Senses Perception +8
Aura evil (strong)

Defense
AC 14, touch 10, flat-footed 14 (+4 armor)
hp 35 (3d8+9d6+12)
Fort +8, Ref +4, Will +11

Offense
Spd 30 ft.
Melee quarterstaff +6 (1d6–1)
Special Attacks channel negative energy 5/rest (5d6), touch of evil 7/rest
Cleric Spells Prepared (CL 9th [CL 10th for divination and evil spells], +6 melee touch)
4th – detect scrying, order's wrath, unholy blight (D)
3rd – clairaudience (D), dispel magic, illusory script, prayer, tongues
2nd – cure moderate wounds, invisibility (D), silence, sound burst (DC 16)
1st – bless, cause fear (DC 15), cure light wounds (2), protection from good (D)
0 – cure minor wounds, detect magic, light, read magic
D domain spell; Domains Evil, Knowledge, and Trickery
Spell-Like Abilities:
Touch of Evil (7/day): melee touch attack; creature sickened for 2 rounds, those affected count as good-aligned for the purpose of spells with the evil descriptor.
Scythe of Evil: can give a weapon touched the unholy special weapon quality for a number of rounds equal to 1/2 cleric level.
Lore Keeper: Melee touch attack; gain information about a creature by making a DC 24 Knowledge skill check.
Remote Viewing (9/day): can use clairvoyance/clairaudience at will as a spell-like ability using cleric level as the caster level; can use this ability for a number of rounds per day equal to your cleric level; these rounds need not be consecutive.
Copycat (7/day): You can create an illusory double of yourself as a move action. This double functions as a single Mirror Image and lasts for 5 rounds, 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.
Master's Illusion (Sp): can create an illusion that hides the appearance of self and any number of allies within 30 feet for 1 round per cleric level; otherwise functions like the spell veil; these rounds need not be consecutive.

Tactics
Before Combat Julistar abhors personal combat, preferring instead to send minions into battle. His jade mantis is his personal bodyguard.
During Combat Julistar is fond of casting invisibility to protect himself while he uses prayer and bless to support his allies and dispel magic to handle unusual difficulties.
Morale Julistar has no qualms with fleeing. He returns when he has the upper hand.

Statistics
Str 10, Dex 11, Con 13, Int 15, Wis 19, Cha 14
Base Atk +6; CMB +6; CMD 16
Feats Improved Initiative, Iron Will, Persuasive, Scribe Scroll, Skill Focus (Knowledge [history]), Spell Focus (necromancy), Thanatoptic Spell
Skills Appraise +8, Bluff +6, Diplomacy +11, Heal +11, Intimidate +6, Knowledge (arcana) +10, Knowledge (engineering) +8, Knowledge (history) +13, Knowledge (nobility) +10, Knowledge (planes) +9, Knowledge (religion) +10, Linguistics +8, Perception +8, Sense Motive +7, Spellcraft +10, Survival +8
Languages Abyssal, Common, Draconic, Infernal, Osirion
SQ lore +2 to all Knowledge skill checks and may make all Knowledge checks untrained (as bardic knowledge)
Combat Gear Lesser Grimoire of Thrune, a bound collection of the following scrolls:
command, comprehend languages, death knell, detect secret doors (2), detect undead, hide from undead (2), protection from evil, and sanctuary; scroll of divination; scroll of stone shape; Other Gear +2 leather armor, periapt of wisdom +2, steel rod of reverence (quarterstaff with a dark emerald continual flame cast upon it), jade mantis, wracking rod, steel devil-headed key

Jade Mantis
Aura moderate transmutation; CL 11th
Slot none; 9,450 gp; Weight 1 lb.
A tiny emerald statuette, the jade mantis is part of the broader collection of figurines of wondrous power (often referred to across Golarion as jeweled life). When activated, the statuette transforms into a giant praying mantis (MM 285) under your command. You may call upon it three times per week for up to 1 hour per use.
Requirements Craft Wondrous Item, animate objects; Cost 4,725 gp

Jade Mantis CR 3
N Large vermin
Init +1; Senses darkvision 60 ft.; Perception +6

Defense
AC 15, touch 10, flat-footed 14 (+1 Dex, +5 natural, –1 size)
hp 30 (4d8+12)
Fort +7, Ref +2, Will +3
Immune mind-affecting effects

Offense
Speed 30 ft., climb 30 ft. fly 40 ft. (poor)
Melee 2 claws +5 (1d6+3 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks lunge, mandibles, sudden strike

Statistics
Str 16, Dex 13, Con 16, Int —, Wis 14, Cha 11
Base Atk +3; CMB +7 (+11 grapple); CMD 18 (22 vs. trip)
Skills Climb +11, Fly –5, Perception +6, Stealth +1 (+13 in
forests); Racial Modifiers +4 Perception, +4 Stealth (+12
in forests)

Special Abilities
Lunge (Ex) A giant mantis’s limbs are capable of reaching much farther than normal for a creature of its size. As a full attack action, it can make a single attack with its claws at double its normal reach. When a giant mantis attacks with a claw in this manner, it gains a +4 bonus on its attack roll. A giant mantis cannot make attacks of opportunity with its lunge.
Mandibles (Ex) A giant mantis that grabs a foe can make a bite attack against that foe as a
secondary attack. The mantis’s bite is a +0 attack that inflicts 1d6+1 points of damage on a hit.
Sudden Strike (Ex) A giant mantis is particularly adept at moving quickly when its foes are surprised. During a surprise round, a giant mantis may act as if it had a full round to act, rather than just one standard action.

Wracking Rod
Aura Moderate necromancy; CL 9th
Slot none; Price 2,250 gp
This black poker has a cherry-red tip, as though fresh from a searing fire. The more artful interrogators of Cheliax well understand that their subjects soon learn to welcome unconsciousness and even death as a means to escape torture. To frustrate their victim’s respite, a torturer’s wracking rod delivers a painful jolt that keeps the target alert for an extended session of interrogation. On a successful touch attack, the victim receives the benefit of a cure light wounds spell (1d8+1) but must also make a DC 16 Fortitude save or be sickened for 2d4
rounds. Over the decades, desperate members of Cheliax’s underclass have found that these rods double as black market sources of emergency healing. A wracking rod can be used up to 5 times per day.
Requirements Craft Rod, cure light wounds; Cost 1,125 gp

Xaven Neversword
This hardcore, wisecracking tomb raider has spent so much time outwitting the traps of the dead he’s begun to lose his grip on reality. Xaven has pilfered tombs and mausoleums clear across the globe, and at least half the civilized nations of Golarion have posted bounties for his capture. For
Neversword, the closer his brush with death the more amusing the caper.
Xaven first pledged his fealty to Her Majestrix’s Expeditionary after Julistar used a scroll to raise his recovered corpse from a Hall of Fallen Warriors in the Lands of the Linnorm Kings, where Xaven was lacerated to death by the tomb’s undead guardians. Undeterred, Xaven subsequently returned and cleaned out the hall. Although Xaven has since paid off his debt to Julistar, he has agreed to stick around, as Julistar has promised him a shot at the legendary tomb of the Four Pharaohs of Ascension. Xaven’s leather armor is studded with the razored gears of the various mechanical traps he’s disassembled over the years.

Xaven Neversword CR 10
Male halfling rogue 11
CN Small humanoid
Init +7; Senses Perception +15 (+3 to find traps)

Defense
AC 17, touch 15, flat-footed 13 (+2 armor, +3 Dex, +1 dodge +1 size)
hp 75 (11d8+22)
Fort +5, Ref +10, Will +2 (+2 vs. fear)
Defensive Abilities evasion, improved uncanny dodge, trap sense +3

Offense
Spd 20 ft.
Melee sap +9* (1d4 nonlethal/19-20)
Melee dagger +12* (1d3/19–20)
Ranged mwk sling +13* (1d3)
* reduce by 1 when facing size Small or smaller opponents
Special Atk sneak attack +6d6, deadly sneak, powerful sneak, surprise attack

Tactics
Before Combat Where possible, Xaven hides to set himself up for a sneak attack. He directs his creeping glyph where he anticipates his foes will step, or in front of him to guard against a charge.
During Combat Xaven typically readies his tanglefoot bag to throw at targets who attempt to cast spells. Afterward, Xaven works in concert with Rhokan, tumbling into flanking position.
Morale Once the element of surprise is lost, Neversword runs (frequently luring any pursuers into a pre-prepared trap).

Statistics
Str 10, Dex 17, Con 14, Int 17, Wis 9, Cha 10
Base Atk +8; CMB +7; CMD 19
Feats Dodge, Mobility, Improved Initiative, Nimble Moves, Skill Focus (Disable Device), Underfoot, Weapon Finesse*
Skills Acrobatics +19, Climb +15, Craft (trapmaking) +11, Diplomacy +6, Disable Device +23, Disguise +8, Escape Artist +17, Intimidate +6, Lingusitics +12, Perception +15 (+3 to find traps), Sleight of Hand +17, Stealth +17, Use Magic Device +15
Language Common, Elven, Goblin, Halfling
SQ finesse rogue, trapfinding, trap spotter
Combat Gear acid flask (2), alchemist’s fire, holy water, potion of cure light wounds, smokestick, tanglefoot bag (2), thunderstone, unholy water; Other Gear brush, creeping glyph, daggers (2), glasscutter, ink pot, mwk sling, mwk thieves’ tools, sap, sling bullets (20), studded leather armor, sunrod (4)

Underfoot (Combat)
You slip under and around your larger foes.
Prerequisites: Dodge, Mobility, Small size or smaller.
Benefit: You receive a +4 dodge bonus on Acrobatics checks to move past opponents without provoking an attack of opportunity, so long as they are larger than you. In addition, you gain a +2 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a larger opponent's threatened area (this stacks with the +4 bonus provided by Mobility, for a total bonus of +6).

Creeping Glyph
Aura Moderate abjuration and evocation; CL 11th
Slot none; Price 7,750 gp
Description
This glyph is a coruscating pattern of ancient arcane symbols stretching across a flat surface in a tight 5-foot-radius circle. It is also a mobile trap with a speed of 20 feet that responds to your commands. After it rests in place for a full round, it blends with the floor and becomes a creeping glyph trap.
Construction
Requirements Craft Wondrous Item, animate objects, glyph of warding; Cost 3,875 gp

Creeping Glyph Trap CR 2
Type magic device; Perception DC 28; Disable Device DC 28
Effects
Trigger location; Reset automatic after 3 rounds
Effect An explosion in a single 5-foot square that deals 4d4 points of nonlethal damage.

Scepter
This brooding sharpshooter sports a bandolier of custom-crafted magic wands. Scepter was once a celebrated Pathfinder, the protege of the famed Pathfinder, Kal Tarrow. Scepter, however, inexplicably abandoned the society in favor of the life of a freelance evoker assassin, pilfering several trade secrets and leaving a pair of blasted bodies in his wake. After his betrayal, he purchased a hat of disguise and assumed his new identity.
After much traveling, Scepter eventually found a home as Julistar’s private sniper and has since gravitated to the lucrative lifestyle of an antiquities liberator. Since signing on to the Expeditionary, the silent Scepter has fallen in love with Zoljka, an unrequited obsession he sublimates by eventually killing anyone who expresses an interest in her.

Scepter CR 10
Male human ranger 2/evoker 10
NE Medium humanoid
Init +3; Senses Perception +4

Defense
AC 13, touch 13, flat-footed 10 (+2 armor, +3 Dex)
hp 78 (2d10+10d6+22)
Fort +7, Ref +9, Will +6

Offense
Spd 30 ft.
Melee mwk wand rifle bayonet +8 (1d6/19–20)
Ranged mwk wand rifle ray +13 (as per spell)
Special Atk favored enemy +2 (humanoid [human]), force missile (5/day, 1d4+2): unleash a force missile that automatically strikes a foe, as magic missile; intense spells: add ½ wizard level to damage of evocation spells; elemental wall (10 rds./day): deals acid, cold, electricity, or fire (otherwise functions as wall of fire)
Sorcerer Spells Prepared (CL 10th, +7 melee touch, +10 ranged touch)
5th – prying eyes, sending, telepathic bond
4th – dimension door, ice storm, stoneskin
3rd – fly, haste, fireball (DC 15)
2nd - cat’s grace, invisibility, mirror image, scorching ray, see invisibility
1st – mage armor (2), ray of enfeeblement, shocking grasp, true strike
0 – arcane mark, detect magic, light, read magic
Prohibited Schools abjuration and enchantment

Tactics
Before Combat Scepter casts mage armor and mirror image and expends a scroll of enlarge person on Rhokan. Time permitting, he casts true strike to ensure his opening salvo with his wand of scorching ray connects.
During Combat Scepter seeks covered positions from which to fire his wand rifle, often dropping prone if he can keep his opponents at range. Flaming sphere followed by invisibility is a favorite trick.
Morale Scepter typically flees if two of his comrades drop or if he is reduced to fewer than 10 hit points. If necessary, he expends his scroll of fog cloud to aid his escape. He does not surrender to Pathfinders.

Statistics
Str 10, Dex 16, Con 12, Int 15, Wis 9, Cha 13
Base Atk +7; CMB +7; CMD 20
Feats Alertness*, Boon Companion, Exotic Weapon Proficiency (wand rifle)*, Point Blank Shot*, Precise Shot, Rapid Shot, Scribe Scroll*, Weapon Focus (ray)
Skills Appraise +15, Climb +5, Craft (weapons) +15, Fly +16, Heal +4, Knowledge (arcana) +15, Knowledge (dungeoneering) +7, Knowledge (geography) +7, Knowledge (nature) +7, Perception +4, Profession (mercenary) +12, Spellcraft +17, Stealth +8, Survival +4
Language Common, Draconic, Ignan
SQ summon familiar (weasel named Spinespitter)
Combat Gear pearl of power I, potion of cure light wounds (2), scroll of dispel magic, scroll of
enlarge person (2), scroll of erase, scroll of fog cloud, scroll of haste, scroll of magic weapon (2), scroll of web, wand of admonishing ray (25 charges), wand of diamond spray (50 charges), wand of scorching ray (15 charges); Other Gear blessed book, everburning torch, hat of disguise, +1 mithral shirt, wand rifle

Wand Rifle
This wooden-barreled device can be loaded with up to two separate wands, enabling its wielder to cycle between them as a free action as desired. The rifle’s slender barrel provides a +1 circumstance bonus on ranged touch attacks with discharged rays. Wand rifles are frequently outfitted with serrated bayonets, which share the statistics of short swords. Using a wand rifle properly (either with a ray or with its bayonet) requires the Exotic Weapon Proficiency feat. For the purpose of adding magical enhancements, the wand rifle’s bayonet is always considered masterwork. The wand rifle itself is not truly a weapon and cannot be enhanced as one.
Kaldis Blacksquall, one of the Pathfinder’s most secretive gearfitters, created the original wand rifle. Blacksquall was found dead the morning after Scepter left the Pathfinders. A wand rifle costs 400 gp and weighs 3 pounds.

Admonishing Ray
Source Taldor: Echoes of Glory 24
School evocation [force]; Level cleric 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Effect one or more rays
Duration instantaneous
Saving Throw none; Spell Resistance yes

You blast your enemies with rays of nonlethal force. You may fire one ray, plus one additional ray for every four levels you possess beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of nonlethal damage. This is a force effect. The rays may be fired at the same or different targets, but all rays must be fired simultaneously and aimed at targets within 30 feet of each other. The rays hit about as hard as a punch from a strong adult human, and can knock away unattended objects weighing up to 10 pounds if that amount of force could normally do so.

Diamond Spray
Source Pathfinder #24 60
School evocation [earth]; Level sorcerer/wizard 3
Casting Time 1 standard action
Components V, S, M (a lump of coal)
Range 20 ft.
Area cone-shaped burst
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes

A cone of tiny, sparkling slivers as hard and sharp as filed diamonds springs from your outstretched fingers at tremendous speed. Any creature in the area of the torrent takes 1d6 points of slashing damage per caster level (maximum 10d6). These magical slivers are treated as adamantine and cold iron for the purpose of overcoming damage reduction. In addition, this spell bypasses up to 1 point of an object’s hardness per 2 caster levels (maximum 10).

Spinesplitter
Female weasel
N Tiny animal
Init +2; Senses low-light vision, scent; Perception +4
AC 21, touch 14, flat-footed 19 (+2 Dex, +7 natural, +2 size)
hp 39 (12d8)
Fort 17, Ref 19, Will 19; SR 15
Defensive Abilites improved evasion
Spd 20 ft., climb 20 ft.
Melee bite +9 (1d3-4 plus attach)
Space 2 ½ ft.; Reach 0
Special Atk. deliver touch spells
Str 3, Dex 15, Con 10, Int 11, Wis 12, Cha 5
Base Atk. +7; CMB +2; CMD 14 (18 vs. trip)
Feats Weapon Finesse
Skills Acrobatics +13, Climb +10, Escape Artist +3, Stealth +17; Racial Modifiers +4 Stealth, +8 Acrobatics
SQ link, share spells, speak with master, ermines and minks

Rhokan the Assailant
After an undistinguished but bloody career as a Nexian shock trooper, Rhokan retired for the profitable yet relatively easy life of a guild enforcer in Absalom. There, Rhokan was later liberated from his accruing boredom by the halfling Xaven, who promised the half-orc a life of high adventure tempered by the occasional spat of senseless violence. Seven years later, the two have remained inseparable comrades, each addicted to the singular rush of surviving a trap-filled tomb.
Rhokan’s blood-splattered tower shield is in the distinctive shape of a sarcophagus lid. The shuttered arrow slit in the shield’s center enables Rhokan to fire a poisoned bolt from his hand crossbow from cover before he closes with his blade. Rhokan always wears his trademark cowl, a hood made from jet-black dragon hide. Contrary to the half-orc stereotype, Rhokan is far from dim. He’s a cagey, calculated killer who just happens to be able to mix it up with his scimitar when the need arises.

Rhokan the Assailant CR 10
Male half-orc fighter (variant) 11
NE Large humanoid (human, orc)
Init +0; Senses darkvision 60 ft.; Perception +12

Defense
AC 17, touch 9, flat-footed 17 (+4 armor, +4 shield, -1 size)
hp 98 (11d10+33)
Fort +11, Ref +5, Will +6 (+9 vs. fear)

Offense
Spd 30 ft.
Melee adamantine scimitar +19/+14/+9 (1d6+9/18-20)
Ranged mwk hand crossbow +12 (1d4+1/19–20 plus poison)
Atk Options sneak attack +4d6, weapon training (heavy blades +2, crossbows +1)
Base Statistics
Medium humanoid (human, orc)
Init +1
AC 20, touch 12, flat-footed 18 (+4 armor, +2 Dex, +4 shield)
Ref +6
Melee adamantine scimitar +17/+12/+7 (1d6+6/18-20)
Ranged mwk hand crossbow +13 (1d4/19–20 plus poison)
Str 19, Dex 12
CMB +15; CMD 26
Climb +18

Tactics
Before Combat Rhokan typically loads his purple worm poison bolt in his hand crossbow.
During Combat Rhokan maximizes his sneak attack by firing his hand crossbow at flatfooted opponents before coordinating flanking attacks with Xaven. Rhokan often employs the tactic of taking a nearby NPC hostage to take advantage of opponents more principled than himself.
Morale Used to drawn-out combat, Rhokan is steady but not fanatical. He withdraws if confronted by an obviously superior force or if he falls below 7 hit points.

Statistics
Str 21, Dex 10, Con 14, Int 10, Wis 12, Cha 8
Base Atk +11; CMB +17; CMD 27
Feats Equipment Trick (heavy weapon scabbard), Exotic Weapon Proficiency (hand crossbow), Greater Weapon Focus (scimitar), Toughness, Weapon Focus (scimitar), Weapon Specialization (scimitar)
Skills Climb +19, Intimidate +13, Perception +12, Stealth +11
Language Abyssal, Common, Orc
Combat Gear elixir of acid breath, oil of magic weapon (2), potion of cure light wounds (2), potion of shield of faith; Other Gear cloak of resistance +2, daggers (3), everburning torch, mithral shirt, mwk hand crossbow, adamantine scimitar, 3 bolts treated with Medium spider venom, 1 bolt treated with purple worm poison, 2 bolts treated with sassone leaf residue, 20 bolts, tower shield
Special Abilities
Variant Fighter As a fighter class variant, Rhokan has sacrificed his fighter bonus feats in exchange for sneak attack progression.

Legionnaire Captain Zoljka
Leader of the Chelish Legionnaires that accompany Her Majestrix's Expeditionary to claim the downed Shory sky-city, Zoljka is a muscular woman with an aggressive appearance that belies her calm personality. Like the other members of the Legion, the whole of her face bears the crimson arcane mark that is the symbol of Cheliax. She also has a huge scar running down the left side of her face, which she gained before taking her vows as a monk. Julistar met Zoljka during a visit to her monastery, where he arranged for her to be released from her duties to accompany him to the Mwangi Expanse. Though she leads the Legionnaires, Zoljka fulfills another duty for the Paracount. It is her task to track the PCs as they make their way through the jungle, and follow them, but not to strike until they locate the ruins of Ulduvai.

Legionnaire Captain Zoljka CR 10
Male half-orc barbarian 1/monk 10
LE Medium humanoid
Init +3; Senses darkvision 60 ft.; Perception +16

Defense
AC 24, touch 19, flat-footed 16 (+1 armor, +2 deflection, +3 Dex, +1 dodge, +2 monk, +4 natural, +2 Wis)
hp 90 (1d12+10d8+33)
Fort +11, Ref +10, Will +9; +2 vs. enchantments
Defensive Abilities improved evasion, orc ferocity, slow fall 50 ft.; Immune disease

Offense
Speed 70 ft.
Melee flurry of blows 25/25/25/25 (1d10+5/19–20)
Special Attacks ki pool (7 points), Stunning Fist (10/day, stun, sickened, fatigued, DC 17)

Tactics
During Combat Zoljka moves in to fight foes in melee, spending a ki point each round to increase her AC by +4 but leaving her last point unspent for emergencies. Zoljka uses her rage only as a last resort.
Morale Zoljka fights to the death.

Statistics
Str 20, Dex 16, Con 15, Int 8, Wis 14, Cha 7
Base Atk +8; CMB +16 (+20 grapple); CMD 29 (31 vs. grapple)
Feats Dodge*, Hamatulatsu*, Improved Critical (unarmed strike)*, Improved Grapple*, Improved Unarmed Strike*, Greater Grapple, Iron Will, Step Up, Stunning Fist*, Toughness, Veiled Vileness, Weapon Focus (unarmed strike)
Skills Acrobatics +17 (+27 jump), Climb +18, Intimidate +16, Perception +16, Stealth +16
Languages Common, Orc
SQ high jump, maneuver training, orc blood
Combat Gear potion of barkskin +4 (2); Other Gear belt of physical might +2 (Str/Con), bracers of armor +1, ring of protection +2

Hamatulatsu (Combat)
You have mastered a deadly fighting form inspired by the hideous attacks of the barbed devil.
Prerequisites: Improved Unarmed Strike, Weapon Focus (unarmed strike)
Benefit: Your unarmed attacks can deal either bludgeoning or piercing damage. You decide which type of damage you deal whenever you attack a foe, but you may only choose one type at a time. If you critically hit a foe with your unarmed strike while doing piercing damage, the additional pain caused by the strike causes the foe to become staggered for 1 round. Multiple critical hits in a round against a single foe do not increase the duration of the sickened or staggered condition.
Special: Hamatulatsu may be selected as a substitute bonus feat at 6th level by a monk even if the monk does not otherwise meet the prerequisites. This fighting style is normally only taught to women of the Sisterhood of the Golden Erinyes.

Step Up (Combat)
You can close the distance when a foe tries to move away.
Prerequisites: Base attack bonus +1.
Benefit: Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.

Chelish Legionnaires
Trained by Legionnaire Captain Zoljka, these bare-chested enforcers represent some of the most veteran soldiers from the ruling house of Thrune. Each one bears an arcane mark of the crimson symbol of Cheliax upon the whole of his or her face.

Chelish Legionnaires CR 4
Male and female human monk 3/warrior 3
LE Medium humanoid
Init +2; Senses Perception +5

Defense
AC 15, touch 15, flat-footed 12 (+2 Dex, +1 dodge, +2 Wis)
hp 49 (3d8+3d10+15)
Fort +7, Ref +6, Will +6

Offense
Spd 40 ft.
Melee flurry of blows +7/+7 (1d6+4)
Ranged shuriken flurry +4/+4 (1d2+4)
Special Attacks flurry of blows, stunning fist (3/day, stun; DC 15)

Tactics
During Combat Legionnaires hurl their shuriken as they close, working in pairs to set up flanks. They are trained to grapple spellcasters as well as foes they outnumber.
Morale Legionnaires are prepared to die for House Thrune.

Statistics
Str 18, Dex 14, Con 13, Int 8, Wis 14, Cha 7
Base Atk +5; CMB +10 (+12 grapple); CMD 22 (24 vs. grapple)
Feats Dodge*, Improved Grapple*, Improved Unarmed Strike*, Point Blank Shot, Far Shot, Stunning Fist*, Toughness*, Weapon Focus (unarmed strike)
Skills Acrobatics +7, Climb +13, Intimidate +4, Knowledge (religion) +5, Profession (soldier) +8, Stealth +7
Language Common
Gear shuriken (5), 6 gp

I just played it straight as far as doing them up. No archetypes added. Of course, if you want to add them, then that's cool as well.

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