Jade Regent updated NPCs for 5th book, Act 5


Jade Regent


Hi everyone,

I have been running the Jade Regent and have finally gotten to the end of book 5. However, I need to put together the four major NPCs up to level 10 or 11 and was wondering if anyone had them already made or at the very least some good ideas that would be more than helpful.

Ameiko will probably be the most difficult, choosing between bard and rake.

Shalelu seems to be all ranger although throwing in a fighter level wouldnt hurt.

Sandru mostly rogue but book one says maybe a little fighter.

and then Koya.

Thanks in advance!!!


When you're building be sure to look into feats like Iron Will, Great Fortitude, and Toughness. The idea of leveling up an NPC to match the party is dual: To not die to the higher level encounters, and to not outshine the player characters. Focusing on defensive and non-flashy feats helps both.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Can't give you Ameiko, since I changed her class to my own homebrewn Swashbuckler, but I got the other three at varying high levels. Their equipment may be a bit off and their stats may also not always be 100% correct (it's a ton of writing after all), but here they go. Not really well formatted, though, since this board only lets you do formatting with time-consuming tags:

Level 7:
Level 7

Sandru Vhiski
Male human rogue (swashbuckler) 7 (Advanced Player’s Guide 135)
NG Medium humanoid (human)
Init +6; Senses Perception +10
DEFENSE
AC 21, touch 13, flat-footed 19 (+6 armor, +2 Dex, +2 shield, +1 deflection)
hp 58 (6d8+21)
Fort +4, Ref +8, Will +5; +2 vs. fear
Defensive Abilities evasion, uncanny dodge
OFFENSE
Speed 30 ft.
Melee +2 scimitar +11 (1d6+5/18–20)
Ranged mwk shortbow (+2 Str) +8 (1d6+2/×3)
Special Attacks sneak attack +4d6
TACTICS
During Combat Sandru stays mobile in combat, using Acrobatics to avoid attacks of opportunity as he flanks foes and to prevent enemies from taking full-attack actions on him. He uses Power Attack in all fights, but does so with a relatively unique style that makes him seem more graceful than brutal in nature.
Morale Sandru is stubbornly brave and has a hard time envisioning his own demise. As a result of this attitude, he fights to the death.
STATISTICS
Str 16, Dex 14, Con 12, Int 10, Wis 10, Cha 14
Base Atk +5; CMB +8; CMD 20
Feats Improved Initiative, Iron Will, Power Attack, Toughness, Weapon Focus (scimitar), Furious Focus
Skills Acrobatics +14, Appraise +10, Bluff +12, Craft (carpentry) +10, Diplomacy +12, Handle Animal +7, Knowledge (history) +5, Perception +10, Profession (merchant) +10, Sense Motive +10, Stealth +8
Languages Common, Varisian
SQ daring*, martial training*, rogue talents (combat trick, weapon training, offensive defense)
Combat Gear potions of cure light wounds (3), potion of cure moderate wounds; Other Gear +2 mithral chain shirt, +1 buckler, +2 scimitar, ring of protection +1, cloak of resistance +1, daredevil boots of the winterland, mwk shortbow (+2 Str) with 20 arrows, belt pouch, bottle of fine brandy worth 50 gp (4), everburning torch, masterwork thieves’ tools, trail rations (4 days), wineskin, 830 gp
* See the Advanced Player’s Guide.

Shalelu Andosana
Female elf fighter 2/ranger 5
CG Medium humanoid (elf )
Init +4; Senses low-light vision; Perception +13
DEFENSE
AC 20, touch 15, flat-footed 15 (+4 armor, +4 Dex, +1 dodge, +1 natural)
hp 66 (7d10+21)
Fort +8, Ref +10, Will +4; +2 vs. enchantments, +1 vs. fear
Defensive Abilities bravery +1
OFFENSE
Speed 30 ft.
Melee mwk short sword +9/+4 (1d6+1/19–20)
Ranged +2 composite longbow (+1 Str) +14/+9 (1d8+3/×3)
Special Attacks favored enemy (goblinoids +2, evil outsiders +4)
Ranger Spells Prepared (CL 2nd; concentration +3)
1st—resist energy, gravity bow
TACTICS
During Combat Shalelu prefers to fight with her bow, resorting to melee only when truly desperate or when an ally seems in dire need of healing from her wand.
Morale Shalelu is loyal to her friends, and as long as even one of them remains in danger she won’t abandon them. That said, if she feels she can escape, get help, and return in time to save anyone captured by enemies before it’s too late, she might try to do so.
STATISTICS
Str 12, Dex 18, Con 14, Int 12, Wis 13, Cha 8
Base Atk +7; CMB +8; CMD 22
Feats Dodge, Endurance, Point-Blank Shot, Precise Shot, Rapid Shot, Deadly Aim, Weapon Focus (Composite Longbow), Manyshot
Skills Acrobatics +11, Knowledge (dungeoneering) +7, Knowledge (geography) +7, Knowledge (nature) +10, Perception +13, Ride +8, Stealth +14, Survival +11, Swim +11
Languages Common, Elven, Goblin
SQ elven magic, favored terrain (forest +2), hunter’s bond (companions), track +2, weapon familiarity, wild empathy +4
Combat Gear sleep arrows (10), potion of delay poison, potions of lesser restoration (2), wand of cure light wounds (25 charges), antitoxin (2); Other Gear +1 studded leather, +2 composite longbow (+1 Str) with 20 arrows, masterwork short sword, amulet of natural armor +1, campfire bead*, belt of incredible dexterity +2, cloak of resistance +1, bracers of archery, backpack, bedroll, climber’s kit, flint and steel, manacles, silk rope (50 ft.), sunrods (3), trail rations (4 days), waterskin, winter blanket, wooden holy symbol of Desna, 8 pp, 654 gp
* See the Advanced Player’s Guide.

Koya Mvashti
Female old human cleric of Desna 7
CG Medium humanoid (human)
Init +0; Senses Perception +5
DEFENSE
AC 17, touch 11, flat-footed 17 (+5 armor, +1 deflection, +1 shield)
hp 44 (7d8+7)
Fort +7, Ref +3, Will +11
OFFENSE
Speed 40 ft.
Melee mwk starknife +3 (1d4–3/×3)
Ranged mwk starknife +6 (1d4–3/×3)
Special Attacks channel positive energy 7/day (DC 15, 4d6)
Domain Spell-Like Abilities (CL 7th; concentration +12)
8/day—bit of luck
Cleric Spells Prepared (CL 7th; concentration +12)
4th—blessing of fervor, dimension doorD, restoration
3rd—searing light, prayer,dispel magic, flyD
2nd—aidD, augury, lesser restoration, remove paralysis, sound burst (DC 17)
1st—bless, comprehend languages, longstriderD, obscuring mist, sanctuary (DC 16), liberating command, shield of faith
0 (at will)—create water, detect magic, light, mending
D Domain spell; Domains Luck, Travel
TACTICS
During Combat Koya avoids combat if possible, preferring instead to cast sanctuary and then move among the battlefield casting healing magic on her allies. If faced with a situation where she can’t avoid healing enemies with her channel energy ability, Koya always chooses to use the ability anyway if an ally is wounded and she has no other options. If confronted on her own, she uses sanctuary to aid in her escape after casting longstrider to increase her speed.
Morale Koya flees from any combat where she has no allies, but if even one ally remains alive, she remains to try to keep him alive as long as she can.
STATISTICS
Str 5, Dex 10, Con 12, Int 12, Wis 21, Cha 14
Base Atk +5; CMB +2; CMD 12
Feats Brew Potion, Extra Channel, Fortune Teller*, Selective Channeling, Alignment Channel (Evil)
Skills Heal +13, Knowledge (religion) +10, Linguistics +2, Profession (fortune-teller) +13, Sense Motive +14, Spellcraft +10
Languages Common, Varisian, Tien
SQ agile feet (8/day), good fortune (1/day), bit of luck (8/day),
Combat Gear scrolls of cure moderate wounds (5), scroll of remove curse, scroll of remove disease, wand of cure light wounds (28 charges); Other Gear +1 glamered mithral chain shirt, masterwork starknives (2), ring of protection +1, cloak of protection +1, heavyload belt, headband of wisdom +2, masterwork buckler, amethyst ring worth 100 gp, harrow deck, silver holy symbol of Desna, silver necklace worth 30 gp, 4669 gp
* See the Inner Sea World Guide.

Ulf Gormundr
Male human ranger (guide) 7 (Pathfinder RPG Advanced Player’s
Guide 125)
CN Medium humanoid (human)
Init +2 (+4 in cold); Senses Perception +10 (+12 in cold)
DEFENSE
AC 22, touch 12, flat-footed 20 (+5 armor, +2 Dex, +5 shield)
hp 67 (7d10+28)
Fort +8, Ref +8, Will +4
OFFENSE
Speed 30 ft.
Melee +1 longsword +11/+6 (1d8+4/19–20) or
+1 longsword +7/+2 (1d8+4/19–20) and heavy wooden shield +5 (1d4+1) or
dagger +9/+4 (1d4+3/19–20)
Ranged mwk cold iron throwing axe +10/+5 (1d6+3)
Special Attacks ranger’s focus* 3/day (+4), weapon and shield combat style*
Ranger Spells Prepared (CL 3rd; concentration +4)
1st—endure elements, longstrider
TACTICS
During Combat Ulf chooses one opponent to be the target of his ranger’s focus and targets that foe with the majority of his attacks, using Power Attack if his strikes hit.
Morale Ulf is loyal to his employers, but he won’t sacrifice his life for another’s coin. He does his best to defend his clients and help them escape, but he has no compunction about fleeing and leaving them to their own devices if defeat seems inevitable or he is reduced to fewer than 13 hit points.
STATISTICS
Str 16, Dex 15, Con 14, Int 12, Wis 12, Cha 7
Base Atk +7; CMB +10; CMD 22
Feats Diehard, Endurance, Power Attack, Shield Focus, Skill Focus (Survival), Toughness, Two-Weapon Fighting, Improved Shield Bash
Skills Climb +13, Handle Animal +9, Knowledge (geography) +11 (+13 in cold), Knowledge (nature) +11, Linguistics +2, Perception +10 (+12 in cold), Ride +9, Stealth +10 (+12 in cold), Survival +13 (+15 in cold)
Languages Common, Skald, Tien, Varki
SQ favored terrain (cold +2), terrain bond*, track +3, wild empathy +5, woodland stride
Combat Gear potions of cure light wounds (2), tindertwigs (10);
Other Gear chain shirt +1, heavy wooden shield +2, +1 longsword, boots of the winterland, map of the high ice, cloak of resistance +1, dagger, masterwork cold iron throwing axe, throwing axes (2), climber’s kit, cold weather outfit, 50-ft. hemp rope, pocket flask of Janderhoff whiskey, sextant*, smoked goggles*, snowshoes*, wolf skin, 1652 gp
* See the Advanced Player’s Guide.

Level 8:
Level 8

Sandru Vhiski
Male human rogue (swashbuckler) 8 (Advanced Player’s Guide 135)
NG Medium humanoid (human)
Init +6; Senses Perception +10
DEFENSE
AC 21, touch 13, flat-footed 19 (+6 armor, +2 Dex, +2 shield, +1 deflection)
hp 67 (8d8+24)
Fort +4, Ref +9, Will +5; +2 vs. fear
Defensive Abilities evasion, improved uncanny dodge
OFFENSE
Speed 30 ft.
Melee +2 scimitar +12/+7 (1d6+5/18–20)
Ranged mwk shortbow (+2 Str) +9/+4 (1d6+2/×3)
Special Attacks sneak attack +4d6
TACTICS
During Combat Sandru stays mobile in combat, using Acrobatics to avoid attacks of opportunity as he flanks foes and to prevent enemies from taking full-attack actions on him. He uses Power Attack in all fights, but does so with a relatively unique style that makes him seem more graceful than brutal in nature.
Morale Sandru is stubbornly brave and has a hard time envisioning his own demise. As a result of this attitude, he fights to the death.
STATISTICS
Str 17, Dex 14, Con 12, Int 10, Wis 10, Cha 14
Base Atk +6; CMB +9; CMD 21
Feats Improved Initiative, Iron Will, Power Attack, Toughness, Weapon Focus (scimitar), Furious Focus
Skills Acrobatics +15, Appraise +10, Bluff +13, Craft (carpentry) +10, Diplomacy +13, Handle Animal +8, Knowledge (history) +5, , Knowledge (local) +4, Linguistics +2, Perception +11, Profession (merchant) +10, Sense Motive +10, Stealth +9
Languages Common, Varisian, Tien, Minkaian
SQ daring*, martial training*, rogue talents (combat trick, weapon training, offensive defense, powerful sneak )
Combat Gear potions of cure light wounds (3), potion of cure moderate wounds; Other Gear +2 mithral chain shirt, +1 buckler, +2 scimitar, ring of protection +1, cloak of resistance +1, daredevil boots of the winterland, mwk shortbow (+2 Str) with 20 arrows, belt pouch, bottle of fine brandy worth 50 gp (4), everburning torch, masterwork thieves’ tools, trail rations (4 days), wineskin, 830 gp
* See the Advanced Player’s Guide.

Shalelu Andosana
Female elf fighter 2/ranger 6
CG Medium humanoid (elf )
Init +4; Senses low-light vision; Perception +14
DEFENSE
AC 20, touch 15, flat-footed 15 (+4 armor, +4 Dex, +1 dodge, +1 natural)
hp 76 (8d10+18)
Fort +9, Ref +10, Will +4; +2 vs. enchantments, +1 vs. fear
Defensive Abilities bravery +1
OFFENSE
Speed 30 ft.
Melee mwk short sword +9/+4 (1d6+1/19–20)
Ranged +2 composite longbow (+1 Str) +15/+10 (1d8+3/×3)
Special Attacks favored enemy (goblinoids +2, evil outsiders +4)
Ranger Spells Prepared (CL 3rd; concentration +4)
1st—resist energy, gravity bow
TACTICS
During Combat Shalelu prefers to fight with her bow, resorting to melee only when truly desperate or when an ally seems in dire need of healing from her wand.
Morale Shalelu is loyal to her friends, and as long as even one of them remains in danger she won’t abandon them. That said, if she feels she can escape, get help, and return in time to save anyone captured by enemies before it’s too late, she might try to do so.
STATISTICS
Str 12, Dex 19, Con 14, Int 12, Wis 13, Cha 8
Base Atk +8; CMB +9; CMD 23
Feats Dodge, Endurance, Point-Blank Shot, Precise Shot, Rapid Shot, Deadly Aim, Weapon Focus (Composite Longbow), Manyshot, Improved Precise Shot
Skills Acrobatics +12, Knowledge (dungeoneering) +7, Knowledge (geography) +7, Knowledge (nature) +10, Linguistics +3, Perception +14, Ride +8, Stealth +15, Survival +12, Swim +12
Languages Common, Elven, Goblin, Tien, Minkaian
SQ elven magic, favored terrain (forest +2), hunter’s bond (companions), track +3, weapon familiarity, wild empathy +5
Combat Gear sleep arrows (10), potion of delay poison, potions of lesser restoration (2), wand of cure light wounds (25 charges), antitoxin (2); Other Gear +1 studded leather, +2 composite longbow (+1 Str) with 20 arrows, masterwork short sword, amulet of natural armor +1, campfire bead*, belt of incredible dexterity +2, cloak of resistance +1, bracers of archery, backpack, bedroll, climber’s kit, flint and steel, manacles, silk rope (50 ft.), sunrods (3), trail rations (4 days), waterskin, winter blanket, wooden holy symbol of Desna, 8 pp, 654 gp
* See the Advanced Player’s Guide.

Koya Mvashti
Female old human cleric of Desna 8
CG Medium humanoid (human)
Init +0; Senses Perception +6
DEFENSE
AC 17, touch 11, flat-footed 17 (+5 armor, +1 deflection, +1 shield)
hp 51 (8d8+8)
Fort +8, Ref +3, Will +13
OFFENSE
Speed 40 ft.
Melee mwk starknife +4/-1 (1d4–3/×3)
Ranged mwk starknife +7/+2 (1d4–3/×3)
Special Attacks channel positive energy 7/day (DC 16, 4d6)
Domain Spell-Like Abilities (CL 8th; concentration +14)
9/day—bit of luck
Cleric Spells Prepared (CL 7th; concentration +12)
4th—blessing of fervor, dimension doorD, restoration, spiritual ally
3rd—searing light, daylight, prayer, dispel magic, flyD
2nd—aidD, augury, hold person (DC 18), lesser restoration, remove paralysis, sound burst (DC 18)
1st—bless, comprehend languages, longstriderD, obscuring mist, sanctuary (DC 17), liberating command, shield of faith
0 (at will)—create water, detect magic, light, mending
D Domain spell; Domains Luck, Travel
TACTICS
During Combat Koya avoids combat if possible, preferring instead to cast sanctuary and then move among the battlefield casting healing magic on her allies. If faced with a situation where she can’t avoid healing enemies with her channel energy ability, Koya always chooses to use the ability anyway if an ally is wounded and she has no other options. If confronted on her own, she uses sanctuary to aid in her escape after casting longstrider to increase her speed.
Morale Koya flees from any combat where she has no allies, but if even one ally remains alive, she remains to try to keep him alive as long as she can.
STATISTICS
Str 5, Dex 10, Con 12, Int 12, Wis 22, Cha 14
Base Atk +6; CMB +3; CMD 13
Feats Brew Potion, Extra Channel, Fortune Teller*, Selective Channeling, Alignment Channel (Evil)
Skills Heal +15, Knowledge (religion) +12, Linguistics +3, Profession (fortune-teller) +13, Sense Motive +15, Spellcraft +10
Languages Common, Varisian, Tien, Minkaian
SQ agile feet (8/day), good fortune (1/day), bit of luck (8/day), dimensional hop (80ft)
Combat Gear scrolls of cure moderate wounds (5), scroll of remove curse, scroll of remove disease, wand of cure light wounds (28 charges); Other Gear +1 glamered mithral chain shirt, masterwork starknives (2), ring of protection +1, cloak of protection +1, heavyload belt, headband of wisdom +2, masterwork buckler, amethyst ring worth 100 gp, harrow deck, silver holy symbol of Desna, silver necklace worth 30 gp, 4669 gp
* See the Inner Sea World Guide.

Ulf Gormundr
Male human ranger (guide) 8 (Pathfinder RPG Advanced Player’s
Guide 125)
CN Medium humanoid (human)
Init +3 (+7 in cold, +5 in urban); Senses Perception +11 (+15 in cold, +13 in urban)
DEFENSE
AC 23, touch 13, flat-footed 20 (+5 armor, +3 Dex, +5 shield)
hp 80 (8d10+32)
Fort +9, Ref +10, Will +4
OFFENSE
Speed 30 ft.
Melee +1 longsword +12/+7 (1d8+4/19–20) or
+1 longsword +8/+3 (1d8+4/19–20) and heavy wooden shield +6 (1d4+1) or
dagger +10/+5 (1d4+3/19–20)
Ranged mwk cold iron throwing axe +11/+6 (1d6+3)
Special Attacks ranger’s focus* 3/day (+4), weapon and shield combat style*
Ranger Spells Prepared (CL 4th; concentration +5)
2nd—barkskin
1st—endure elements, longstrider
TACTICS
During Combat Ulf chooses one opponent to be the target of his ranger’s focus and targets that foe with the majority of his attacks, using Power Attack if his strikes hit.
Morale Ulf is loyal to his employers, but he won’t sacrifice his life for another’s coin. He does his best to defend his clients and help them escape, but he has no compunction about fleeing and leaving them to their own devices if defeat seems inevitable or he is reduced to fewer than 13 hit points.
STATISTICS
Str 16, Dex 16, Con 14, Int 12, Wis 12, Cha 7
Base Atk +8; CMB +11; CMD 24
Feats Diehard, Endurance, Power Attack, Shield Focus, Skill Focus (Survival), Toughness, Two-Weapon Fighting
Skills Climb +14, Handle Animal +10, Knowledge (geography) +12 (+16 in cold, +14 in urban), Knowledge (nature) +12, Linguistics +2, Perception +11 (+15 in cold, +13 in urban), Ride +11, Stealth +12 (+16 in cold, +14 in urban), Survival +14 (+18 in cold, +16 in urban)
Languages Common, Skald, Tien, Varki
SQ favored terrain (cold +4, urban +2), terrain bond*, track +4, wild empathy +6, woodland stride, swift tracker
Combat Gear potions of cure light wounds (2), tindertwigs (10);
Other Gear chain shirt +1, heavy wooden shield +2, +1 longsword, boots of the winterland, map of the high ice, cloak of resistance +1, dagger, masterwork cold iron throwing axe, throwing axes (2), climber’s kit, cold weather outfit, 50-ft. hemp rope, pocket flask of Janderhoff whiskey, sextant*, smoked goggles*, snowshoes*, wolf skin, 1652 gp
* See the Advanced Player’s Guide.

Level 11:
Level 11

Sandru Vhiski
Male human rogue (swashbuckler) 11 (Advanced Player’s Guide 135)
NG Medium humanoid (human)
Init +6; Senses Perception +14
DEFENSE
AC 23, touch 13, flat-footed 21 (+6 armor, +2 Dex, +3 shield, +1 deflection, +1 natural)
hp 103 (11d8+44)
Fort +5, Ref +10, Will +6; +3 vs. fear
Defensive Abilities evasion, improved uncanny dodge
OFFENSE
Speed 30 ft.
Melee +2 keen scimitar +15/+10 (1d6+6/15–20)
Ranged +1 shortbow (+4 Str) +11/+6 (1d6+5/×3)
Special Attacks sneak attack +6d6
TACTICS
During Combat Sandru stays mobile in combat, using Acrobatics to avoid attacks of opportunity as he flanks foes and to prevent enemies from taking full-attack actions on him. He uses Power Attack in all fights, but does so with a relatively unique style that makes him seem more graceful than brutal in nature.
Morale Sandru is stubbornly brave and has a hard time envisioning his own demise. As a result of this attitude, he fights to the death.
STATISTICS
Str 19, Dex 14, Con 14, Int 10, Wis 10, Cha 14
Base Atk +8; CMB +12; CMD 23
Feats Improved Initiative, Iron Will, Power Attack, Toughness, Weapon Focus (scimitar), Furious Focus, Combat Reflexes, Extra Rogue Talent
Skills Acrobatics +19, Appraise +13, Bluff +16, Craft (carpentry) +10, Diplomacy +16, Handle Animal +11, Knowledge (history) +5, , Knowledge (local) +4, Linguistics +2, Perception +14, Profession (merchant) +13, Sense Motive +13, Stealth +12
Languages Common, Varisian, Tien, Minkaian
SQ daring*, martial training*, rogue talents (combat trick, weapon training, offensive defense, powerful sneak, opportunist, crippling strike )
Combat Gear potions of cure light wounds (3), potion of cure moderate wounds; Other Gear +2 mithral chain shirt, +2 buckler, +2 keen scimitar, ring of protection +1, cloak of resistance +1, belt of physical might ( Str + Con ) +2, amulet of natural armor +1, daredevil boots of the winterland, +1 shortbow (+4 Str) with 20 arrows, belt pouch, bottle of fine brandy worth 50 gp (4), everburning torch, masterwork thieves’ tools, trail rations (4 days), wineskin, 153 gp
* See the Advanced Player’s Guide.

Shalelu Andosana
Female elf fighter 2/ranger 9
CG Medium humanoid (elf )
Init +5; Senses low-light vision; Perception +18
DEFENSE
AC 21, touch 16, flat-footed 15 (+4 armor, +5 Dex, +1 dodge, +1 natural)
hp 103 (11d10+25)
Fort +11, Ref +14, Will +7; +2 vs. enchantments, +1 vs. fear
Defensive Abilities bravery +1, evasion
OFFENSE
Speed 30 ft.
Melee mwk short sword +12/+7 (1d6+1/19–20)
Ranged oathbow +19/+14/+9 (1d8+3/19-20/×3)
Special Attacks favored enemy (goblinoids +2, evil outsiders +4)
Ranger Spells Prepared (CL 6th; concentration +7)
2nd—barkskin, eagle eye
1st—resist energy, gravity bow, liberating command
TACTICS
During Combat Shalelu prefers to fight with her bow, resorting to melee only when truly desperate or when an ally seems in dire need of healing from her wand.
Morale Shalelu is loyal to her friends, and as long as even one of them remains in danger she won’t abandon them. That said, if she feels she can escape, get help, and return in time to save anyone captured by enemies before it’s too late, she might try to do so.
STATISTICS
Str 12, Dex 21, Con 14, Int 12, Wis 15, Cha 8
Base Atk +11; CMB +12; CMD 27
Feats Dodge, Endurance, Point-Blank Shot, Precise Shot, Rapid Shot, Deadly Aim, Weapon Focus (Composite Longbow), Improved Precise Shot, Combat Reflexes, Snap Shot, Improved Snap Shot
Skills Acrobatics +16, Knowledge (dungeoneering) +7, Knowledge (geography) +10, Knowledge (nature) +13, Linguistics +3, Perception +17, Ride +8, Stealth +19, Survival +15, Swim +15
Languages Common, Elven, Goblin, Tien, Minkaian
SQ elven magic, favored terrain (forest +2, underground +4), hunter’s bond (companions), track +3, weapon familiarity, wild empathy +5, woodland stride, swift tracker,
Combat Gear sleep arrows (10), potion of delay poison, potions of lesser restoration (2), wand of cure light wounds (25 charges), antitoxin (2); Other Gear +2 glamered mithral chain shirt, adaptive oathbow with 20 arrows, masterwork short sword, amulet of natural armor +1, campfire bead*, belt of incredible dexterity +4, headband of inspired wisdom +2, cloak of resistance +2, bracers of falcon’s aim, backpack, bedroll, climber’s kit, flint and steel, manacles, silk rope (50 ft.), sunrods (3), trail rations (4 days), waterskin, winter blanket, wooden holy symbol of Desna, 97 gp, 5sp
* See the Advanced Player’s Guide.

Koya Mvashti
Female old human cleric of Desna 11
CG Medium humanoid (human)
Init +0; Senses Perception +6
DEFENSE
AC 19, touch 11, flat-footed 19 (+5 armor, +1 deflection, +1 natural, +2 shield)
hp 83 (11d8+22)
Fort +10, Ref +4, Will +15
OFFENSE
Speed 40 ft.
Melee +1 starknife +6/+1 (1d4–2/×3)
Ranged +1 starknife +9/+3 (1d4–2/×3)
Special Attacks channel positive energy 7/day (DC 16, 8d6)
Domain Spell-Like Abilities (CL 11th; concentration +17)
9/day—bit of luck
Cleric Spells Prepared (CL 11th; concentration +12)
6th—heal, summon monster VI, misleadD
5th—raise dead, break enchantmentD, wall of stone, flame strike
4th—blessing of fervor, dimension doorD, restoration, spiritual ally, air walk
3rd—searing light, daylight, prayer, dispel magic, flyD, +1
2nd—aidD, augury, hold person (DC 18), lesser restoration x3, remove paralysis, sound burst (DC 18)
1st—bless, comprehend languages, longstriderD, obscuring mist, sanctuary (DC 17), liberating command, shield of faith
0 (at will)—create water, detect magic, light, mending
D Domain spell; Domains Luck, Travel
TACTICS
During Combat Koya avoids combat if possible, preferring instead to cast sanctuary and then move among the battlefield casting healing magic on her allies. If faced with a situation where she can’t avoid healing enemies with her channel energy ability, Koya always chooses to use the ability anyway if an ally is wounded and she has no other options. If confronted on her own, she uses sanctuary to aid in her escape after casting longstrider to increase her speed.
Morale Koya flees from any combat where she has no allies, but if even one ally remains alive, she remains to try to keep him alive as long as she can.
STATISTICS
Str 5, Dex 10, Con 14, Int 12, Wis 24, Cha 14
Base Atk +8; CMB +5; CMD 15
Feats Brew Potion, Extra Channel, Fortune Teller*, Selective Channeling, Alignment Channel (Evil), Craft Wondrous Item, Quicken Channel
Skills Heal +19, Knowledge (religion) +15, Linguistics +3, Profession (fortune-teller) +17, Sense Motive +19, Spellcraft +13
Languages Common, Varisian, Tien, Minkaian
SQ agile feet (10/day), good fortune (1/day), bit of luck (10/day), dimensional hop (110ft)
Combat Gear scrolls of cure moderate wounds (5), scroll of remove curse, scroll of remove disease, wand of cure light wounds (28 charges); Other Gear +1 glamered mithral chain shirt, +1 starknife, ring of protection +1, cloak of protection +1, amulet of natural armor +1, heavyload belt of constitution +2, phylacteric headband of positively channeled wisdom +4, +1 buckler, amethyst ring worth 100 gp, harrow deck, silver holy symbol of Desna, silver necklace worth 30 gp, 292 gp
* See the Inner Sea World Guide.

Level 12:
Level 12

Sandru Vhiski
Male human rogue (swashbuckler) 12 (Advanced Player’s Guide 135)
NG Medium humanoid (human)
Init +6; Senses Perception +15
DEFENSE
AC 25, touch 13, flat-footed 23 (+7 armor, +2 Dex, +4 shield, +1 deflection, +1 natural)
hp 119 (12d8+48)
Fort +7, Ref +12, Will +8; +3 vs. fear
Defensive Abilities evasion, improved uncanny dodge
OFFENSE
Speed 30 ft.
Melee +2 keen scimitar +20/+15 (1d6+7/15–20)
Ranged +1 shortbow (+5 Str) +12/+7 (1d6+6/×3)
Special Attacks sneak attack +6d6
TACTICS
During Combat Sandru stays mobile in combat, using Acrobatics to avoid attacks of opportunity as he flanks foes and to prevent enemies from taking full-attack actions on him. He uses Power Attack in all fights, but does so with a relatively unique style that makes him seem more graceful than brutal in nature.
Morale Sandru is stubbornly brave and has a hard time envisioning his own demise. As a result of this attitude, he fights to the death.
STATISTICS
Str 20, Dex 14, Con 14, Int 10, Wis 10, Cha 14
Base Atk +9; CMB +13; CMD 24
Feats Improved Initiative, Iron Will, Power Attack, Toughness, Weapon Focus (scimitar), Furious Focus, Combat Reflexes, Extra Rogue Talent
Skills Acrobatics +20, Appraise +14, Bluff +17, Craft (carpentry) +10, Diplomacy +17, Handle Animal +12, Knowledge (history) +5, , Knowledge (local) +4, Linguistics +2, Perception +15, Profession (merchant) +14, Sense Motive +14, Stealth +13
Languages Common, Varisian, Tien, Minkaian
SQ daring*, martial training*, rogue talents (combat trick, weapon training, offensive defense, powerful sneak, opportunist, crippling strike, hard to fool )
Combat Gear potions of cure light wounds (3), potion of cure moderate wounds; Other Gear +3 mithral chain shirt, +3 buckler, +2 keen scimitar, ring of protection +1, cloak of resistance +2, belt of physical might ( Str + Con ) +2, amulet of natural armor +1, daredevil boots of the winterland, +1 shortbow (+4 Str) with 20 arrows, belt pouch, bottle of fine brandy worth 50 gp (4), everburning torch, masterwork thieves’ tools, trail rations (4 days), wineskin, 622 GP
* See the Advanced Player’s Guide.

Koya Mvashti
Female old human cleric of Desna 12
CG Medium humanoid (human)
Init +0; Senses Perception +6
DEFENSE
AC 19, touch 11, flat-footed 19 (+5 armor, +1 deflection, +1 natural, +2 shield)
hp 90 (12d8+24)
Fort +12, Ref +5, Will +17
OFFENSE
Speed 40 ft.
Melee +1 starknife +7/+2 (1d4–2/×3)
Ranged +1 starknife +10/+5 (1d4–2/×3)
Special Attacks channel positive energy 7/day (DC 16, 8d6)
Domain Spell-Like Abilities (CL 11th; concentration +17)
9/day—bit of luck
Cleric Spells Prepared (CL 11th; concentration +12)
6th—heal (2), summon monster VI, misleadD
5th—raise dead, break enchantmentD, wall of stone (2), flame strike
4th—blessing of fervor, dimension doorD, restoration, spiritual ally, air walk
3rd—searing light, daylight, prayer, dispel magic, flyD, +1
2nd—aidD, augury, hold person (DC 18), lesser restoration x3, remove paralysis, sound burst (DC 18)
1st—bless, comprehend languages, longstriderD, obscuring mist, sanctuary (DC 17), liberating command, shield of faith
0 (at will)—create water, detect magic, light, mending
D Domain spell; Domains Luck, Travel
TACTICS
During Combat Koya avoids combat if possible, preferring instead to cast sanctuary and then move among the battlefield casting healing magic on her allies. If faced with a situation where she can’t avoid healing enemies with her channel energy ability, Koya always chooses to use the ability anyway if an ally is wounded and she has no other options. If confronted on her own, she uses sanctuary to aid in her escape after casting longstrider to increase her speed.
Morale Koya flees from any combat where she has no allies, but if even one ally remains alive, she remains to try to keep him alive as long as she can.
STATISTICS
Str 5, Dex 10, Con 14, Int 12, Wis 25, Cha 14
Base Atk +9; CMB +6; CMD 16
Feats Brew Potion, Extra Channel, Fortune Teller*, Selective Channeling, Alignment Channel (Evil), Craft Wondrous Item, Quicken Channel
Skills Heal +20, Knowledge (religion) +16, Linguistics +3, Profession (fortune-teller) +18, Sense Motive +20, Spellcraft +14
Languages Common, Varisian, Tien, Minkaian
SQ agile feet (10/day), good fortune (1/day), bit of luck (10/day), dimensional hop (110ft)
Combat Gear scrolls of cure moderate wounds (5), scroll of remove curse, scroll of remove disease, wand of cure light wounds (28 charges); Other Gear +1 glamered mithral chain shirt, +1 starknife, ring of protection +1, cloak of protection +2, amulet of natural armor +1, heavyload belt of constitution +2, phylacteric headband of positively channeled wisdom +4, +1 buckler, amethyst ring worth 100 gp, harrow deck, silver holy symbol of Desna, silver necklace worth 30 gp, 13111 GP

* See the Inner Sea World Guide.

Shalelu Andosana
Female elf fighter 2/ranger 10
CG Medium humanoid (elf )
Init +5; Senses low-light vision; Perception +19
DEFENSE
AC 27, touch 18, flat-footed 20 (+8 armor, +6 Dex, +1 dodge, +1 natural, +1 deflection)
hp 113 (12d10+27)
Fort +12, Ref +16, Will +8; +2 vs. enchantments, +1 vs. fear
Defensive Abilities bravery +1, evasion
OFFENSE
Speed 30 ft.
Melee +1 short sword +13/+8 (1d6+2/19–20)
Ranged oathbow +21/+16/+11 (1d8+3/19-20/×3)
Special Attacks favored enemy (goblinoids +2, evil outsiders +6, humanoids (human) +2)
Ranger Spells Prepared (CL 7th; concentration +9)
2nd—barkskin, eagle eye
1st—resist energy, gravity bow, liberating command
TACTICS
During Combat Shalelu prefers to fight with her bow, resorting to melee only when truly desperate or when an ally seems in dire need of healing from her wand.
Morale Shalelu is loyal to her friends, and as long as even one of them remains in danger she won’t abandon them. That said, if she feels she can escape, get help, and return in time to save anyone captured by enemies before it’s too late, she might try to do so.
STATISTICS
Str 12, Dex 22, Con 14, Int 12, Wis 15, Cha 8
Base Atk +12; CMB +13; CMD 29
Feats Dodge, Endurance, Point-Blank Shot, Precise Shot, Rapid Shot, Deadly Aim, Weapon Focus (Composite Longbow), Improved Precise Shot, Combat Reflexes, Snap Shot, Improved Snap Shot, Manyshot
Skills Acrobatics +18, Knowledge (dungeoneering) +7, Knowledge (geography) +11, Knowledge (nature) +14, Linguistics +3, Perception +19, Ride +8, Stealth +20, Survival +17, Swim +16
Languages Common, Elven, Goblin, Tien, Minkaian
SQ elven magic, favored terrain (forest +2, underground +4), hunter’s bond (companions), track +5, weapon familiarity, wild empathy +9, woodland stride, swift tracker
Combat Gear sleep arrows (10), potion of delay poison, potions of lesser restoration (2), wand of cure light wounds (25 charges), antitoxin (2); Other Gear +4 glamered mithral chain shirt, adaptive oathbow with 20 arrows, masterwork short sword, amulet of natural armor +1, campfire bead*, belt of incredible dexterity +4, headband of inspired wisdom +2, cloak of resistance +2, ring of deflection +1, bracers of falcon’s aim, backpack, bedroll, climber’s kit, flint and steel, manacles, silk rope (50 ft.), sunrods (3), trail rations (4 days), waterskin, winter blanket, wooden holy symbol of Desna, 1170 GP
* See the Advanced Player’s Guide.

Level 13:
Level 13

Sandru Vhiski
Male human rogue (swashbuckler) 13 (Advanced Player’s Guide 135)
NG Medium humanoid (human)
Init +6; Senses Perception +16
DEFENSE
AC 26, touch 14, flat-footed 24 (+7 armor, +2 Dex, +4 shield, +2 deflection, +1 natural)
hp 128 (13d8+52)
Fort +10, Ref +12, Will +8; +3 vs. fear
Defensive Abilities evasion, improved uncanny dodge
OFFENSE
Speed 30 ft.
Melee +2 keen scimitar +20/+15 (1d6+7/15–20)
Ranged +1 shortbow (+5 Str) +12/+7 (1d6+6/×3)
Special Attacks sneak attack +7d6
TACTICS
During Combat Sandru stays mobile in combat, using Acrobatics to avoid attacks of opportunity as he flanks foes and to prevent enemies from taking full-attack actions on him. He uses Power Attack in all fights, but does so with a relatively unique style that makes him seem more graceful than brutal in nature.
Morale Sandru is stubbornly brave and has a hard time envisioning his own demise. As a result of this attitude, he fights to the death.
STATISTICS
Str 20, Dex 14, Con 14, Int 10, Wis 10, Cha 14
Base Atk +9; CMB +13; CMD 24
Feats Improved Initiative, Iron Will, Power Attack, Toughness, Weapon Focus (scimitar), Furious Focus, Combat Reflexes, Extra Rogue Talent, Great Fortitude
Skills Acrobatics +21, Appraise +15, Bluff +18, Craft (carpentry) +10, Diplomacy +18, Handle Animal +13, Knowledge (history) +5, , Knowledge (local) +4, Linguistics +2, Perception +16, Profession (merchant) +15, Sense Motive +15, Stealth +14
Languages Common, Varisian, Tien, Minkaian
SQ daring*, martial training*, rogue talents (combat trick, weapon training, offensive defense, powerful sneak, opportunist, crippling strike, hard to fool )
Combat Gear potions of cure light wounds (3), potion of cure moderate wounds; Other Gear +3 mithral chain shirt, +3 buckler, +2 keen scimitar, ring of protection +2, cloak of resistance +2, belt of physical might ( Str + Con ) +2, amulet of natural armor +1, daredevil boots of the winterland, +1 shortbow (+4 Str) with 20 arrows, belt pouch, bottle of fine brandy worth 50 gp (4), everburning torch, masterwork thieves’ tools, trail rations (4 days), wineskin
* See the Advanced Player’s Guide.

Koya Mvashti
Female old human cleric of Desna 13
CG Medium humanoid (human)
Init +0; Senses Perception +7
DEFENSE
AC 19, touch 11, flat-footed 19 (+5 armor, +1 deflection, +1 natural, +2 shield)
hp 97 (13d8+26)
Fort +12, Ref +5, Will +17
OFFENSE
Speed 40 ft.
Melee +1 starknife +7/+2 (1d4–2/×3)
Ranged +1 starknife +10/+5 (1d4–2/×3)
Special Attacks channel positive energy 9/day (DC 18, 7d6)
Domain Spell-Like Abilities (CL 11th; concentration +17)
9/day—bit of luck
Cleric Spells Prepared (CL 13th; concentration +20)
7th—holy word, resurrection, spell turning
6th—heal (2), summon monster VI, misleadD
5th—raise dead, break enchantmentD, wall of stone (2), flame strike
4th—blessing of fervor (2), dimension doorD, restoration, spiritual ally, air walk
3rd—searing light, daylight, prayer (2), dispel magic (2), flyD, +1
2nd—aidD, augury, hold person (DC 18), lesser restoration x2, remove paralysis, sound burst (DC 18)
1st—bless, comprehend languages, longstriderD, obscuring mist, sanctuary (DC 17), liberating command, shield of faith
0 (at will)—create water, detect magic, light, mending
D Domain spell; Domains Luck, Travel
TACTICS
During Combat Koya avoids combat if possible, preferring instead to cast sanctuary and then move among the battlefield casting healing magic on her allies. If faced with a situation where she can’t avoid healing enemies with her channel energy ability, Koya always chooses to use the ability anyway if an ally is wounded and she has no other options. If confronted on her own, she uses sanctuary to aid in her escape after casting longstrider to increase her speed.
Morale Koya flees from any combat where she has no allies, but if even one ally remains alive, she remains to try to keep him alive as long as she can.
STATISTICS
Str 5, Dex 10, Con 14, Int 12, Wis 25, Cha 14
Base Atk +9; CMB +6; CMD 16
Feats Brew Potion, Extra Channel, Fortune Teller*, Selective Channeling, Alignment Channel (Evil), Craft Wondrous Item, Quicken Channel, Extra Channel
Skills Heal +21, Knowledge (religion) +17, Linguistics +3, Profession (fortune-teller) +19, Sense Motive +21, Spellcraft +15
Languages Common, Varisian, Tien, Minkaian
SQ agile feet (10/day), good fortune (1/day), bit of luck (10/day), dimensional hop (110ft)
Combat Gear scrolls of cure moderate wounds (5), scroll of remove curse, scroll of remove disease, wand of cure light wounds (28 charges); Other Gear +1 glamered mithral chain shirt, +1 starknife, ring of protection +1, cloak of protection +2, amulet of natural armor +1, heavyload belt of constitution +2, phylacteric headband of positively channeled wisdom +4, +1 buckler, amethyst ring worth 100 gp, harrow deck, silver holy symbol of Desna, silver necklace worth 30 gp

* See the Inner Sea World Guide.

Shalelu Andosana
Female elf fighter 2/ranger 11
CG Medium humanoid (elf )
Init +5; Senses low-light vision; Perception +20
DEFENSE
AC 28, touch 19, flat-footed 21 (+8 armor, +6 Dex, +1 dodge, +1 natural, +2 deflection)
hp 122 (13d10+30)
Fort +12, Ref +16, Will +8; +2 vs. enchantments, +1 vs. fear
Defensive Abilities bravery +1, evasion
OFFENSE
Speed 30 ft.
Melee +1 short sword +13/+8 (1d6+2/19–20)
Ranged oathbow +21/+16/+11 (1d8+3/19-20/×3)
Special Attacks favored enemy (goblinoids +2, evil outsiders +6, humanoids (human) +2), quarry
Ranger Spells Prepared (CL 7th; concentration +9)
3rd—instant enemy
2nd—barkskin, eagle eye
1st—resist energy, gravity bow, liberating command
TACTICS
During Combat Shalelu prefers to fight with her bow, resorting to melee only when truly desperate or when an ally seems in dire need of healing from her wand.
Morale Shalelu is loyal to her friends, and as long as even one of them remains in danger she won’t abandon them. That said, if she feels she can escape, get help, and return in time to save anyone captured by enemies before it’s too late, she might try to do so.
STATISTICS
Str 12, Dex 22, Con 14, Int 12, Wis 15, Cha 8
Base Atk +13; CMB +14; CMD 31
Feats Dodge, Endurance, Point-Blank Shot, Precise Shot, Rapid Shot, Deadly Aim, Weapon Focus (Composite Longbow), Improved Precise Shot, Combat Reflexes, Snap Shot, Improved Snap Shot, Manyshot, Point-Blank Master
Skills Acrobatics +19, Knowledge (dungeoneering) +7, Knowledge (geography) +12, Knowledge (nature) +15, Linguistics +3, Perception +20, Ride +8, Stealth +21, Survival +18, Swim +17
Languages Common, Elven, Goblin, Tien, Minkaian
SQ elven magic, favored terrain (forest +2, underground +4), hunter’s bond (companions), track +6, weapon familiarity, wild empathy +12, woodland stride, swift tracker
Combat Gear sleep arrows (10), potion of delay poison, potions of lesser restoration (2), wand of cure light wounds (25 charges), antitoxin (2); Other Gear +4 glamered mithral chain shirt, adaptive oathbow with 20 arrows, masterwork short sword, amulet of natural armor +1, campfire bead*, belt of incredible dexterity +4, headband of inspired wisdom +2, cloak of resistance +2, ring of deflection +2, bracers of falcon’s aim, backpack, bedroll, climber’s kit, flint and steel, manacles, silk rope (50 ft.), sunrods (3), trail rations (4 days), waterskin, winter blanket, wooden holy symbol of Desna
* See the Advanced Player’s Guide.


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I also have some conversions/level ups made for key NPCs but some of the info is in Finnish. I can put a download link here in about couple of days if people are interested about seeing them. I have leveled up Spivey and Kelda too so there is something that magnuskn awesome level ups don't have.


That would be perfect. I would dig looking at this Swashbuckler class too.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Insnare wrote:
That would be perfect. I would dig looking at this Swashbuckler class too.

Here's a link to the post with a link to the latest version.

If you want me to post the Swashbuckler version stat blocks of Ameiko (better equipped than the rest of the NPC's, though... she was kind of my favorite among them ^^), just say so.


If you could that would be awesome... Its been a bit hectic... Thanks


1 person marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Well, here she is. Some caveats, she was on the same level as the player characters, got a variant of Dervish Dance which worked for the Katana and had more money than the other NPC's. Also, she was built with 20 points (like the PC's) and I noticed somewhen during the campaign that I had seriously miscalculated her skill points, so her skill modifiers shifted quite a bit during the campaign. And then there's the stuff with her not having a Katana until much later... ^^

Ameiko the Swashbuckler level 7:

Spoiler:
Ameiko Kaijitsu
Female human swashbuckler 7
CG Medium humanoid (human)
Init +3; Senses Perception +15
DEFENSE
AC 22, touch 16, flat-footed 17 (+5 armor, +1 deflection, +3 Dex, +2 dodge, +1 natural)
hp 62 (7d10+7)
Fort +7, Ref +9, Will +5
OFFENSE
Speed 30 ft.
Melee +1 mithral rapier +12/+7 (1d6+7/18–20) or
dagger +11/+6 (1d4+6/19-20) or
unarmed strike +11/+6 (1d4+6)
Ranged masterwork composite longbow (+1STR) +10/+5 (1d8+1/x3)
Special Attacks daring strike, panache, fleet of foot
TACTICS
During Combat Ameiko delays in the first full round of combat until at least one buff effect is up on her and then moves to engage in melee, using her Quick Runner’s Shirt to get a full-attack and, if possible, deliberately crossing a threatened area, so that she can get the bonus from her Daredevil Boots. If no buff effects are cast at the end of the round, she takes her normal action. She tries to provide flanking opportunities and will favor helping out Sandru, so that he can get his sneak attacks.
Morale Ameiko is loyal to her friends, and never abandons an ally in combat. Alone, her bravery isn’t as great. When she is faced with a dangerous foe and has no allies in peril, she prefers to flee if reduced below 15 hit points.
STATISTICS
Str 13, Dex 16, Con 12, Int 13, Wis 10, Cha 16
Base Atk +7; CMB +7; CMD 23
Feats Weapon Finesse, Dodge, Iron Will, Improved Unarmed Strike, Power Attack, Exotic Weapon Proficiency (katana), Blade Dance*
Skills Acrobatics +16, Bluff +7, Climb +5, Diplomacy +13, Intimidate +13, Knowledge: Local +5, Linguistics +3, Perception +15, Perform (dance) +8, Perform (sing) +10, Perform (string) +10 (+12 with mwk samisen), Profession (tavern keeper) +4, Sense Motive +4, Stealth +9, Swim +5
Languages Common, Tien, Varisian, Minkaian
SQ daredevil +3, uncanny dodge, lucky 1/day, steady stance, dodge bonus +1
Combat Gear potion of remove disease Other Gear +1 glamered mithral chain shirt, +1 mithral rapier, dagger, masterwork composite longbow, eyes of the eagle, ring of protection +1, amulet of natural armor +1, cloak of resistance +1, daredevil boots of the winterlands, quick runner’s shirt, 20 arrows, belt pouch, gold signet ring worth 100 gp, masterwork samisen, silver holy symbol of Shelyn, 33 pp, 4 gp, 1 sp.
* variant Dervish Dance

Ameiko the Swashbuckler level 8:

Spoiler:
Ameiko Kaijitsu
Female human swashbuckler 8
CG Medium humanoid (human)
Init +4; Senses Perception +16
DEFENSE
AC 24, touch 18, flat-footed 17 (+5 armor, +1 deflection, +4 Dex, +3 dodge, +1 natural)
hp 76 (8d10+15)
Fort +8, Ref +11, Will +5
OFFENSE
Speed 30 ft.
Melee +1 mithral rapier +15/+10 (1d6+9/15–20) or
dagger +13/+8 (1d4+8/19-20) or
unarmed strike +13/+8 (1d4+8)
Ranged masterwork composite longbow (+1STR) +12/+7 (1d8+1/x3)
Special Attacks daring strike, panache, fleet of foot
TACTICS
During Combat Ameiko delays in the first full round of combat until at least one buff effect is up on her and then moves to engage in melee, using her Quick Runner’s Shirt to get a full-attack and, if possible, deliberately crossing a threatened area, so that she can get the bonus from her Daredevil Boots. If no buff effects are cast at the end of the round, she takes her normal action. She tries to provide flanking opportunities and will favor helping out Sandru, so that he can get his sneak attacks.
Morale Ameiko is loyal to her friends, and never abandons an ally in combat. Alone, her bravery isn’t as great. When she is faced with a dangerous foe and has no allies in peril, she prefers to flee if reduced below 15 hit points.
STATISTICS
Str 13, Dex 19, Con 12, Int 13, Wis 10, Cha 16
Base Atk +8; CMB +9; CMD 27
Feats Weapon Finesse, Dodge, Iron Will, Improved Unarmed Strike, Power Attack, Crane Style, Exotic Weapon Proficiency (katana), Blade Dance
Skills Acrobatics +19, Bluff +6, Climb +5, Diplomacy +14, Intimidate +14, Knowledge: Local +5, Linguistics +3, Perception +16, Perform (sing) +10, Perform (string) +10 (+12 with mwk samisen), Profession (tavern keeper) +4, Sense Motive +9, Stealth +14, Swim +5
Languages Common, Tien, Varisian, Minkaian
SQ daredevil +3, uncanny dodge, lucky 1/day, steady stance, dodge bonus +1
Combat Gear potion of remove disease Other Gear +1 glamered mithral chain shirt, +1 mithral rapier, dagger, masterwork composite longbow, eyes of the eagle, ring of protection +1, amulet of natural armor +1, belt of incredible dexterity +2, cloak of resistance +1, daredevil boots of the winterlands, quick runner’s shirt, 20 arrows, belt pouch, gold signet ring worth 100 gp, masterwork samisen, silver holy symbol of Shelyn, 33 pp, 652 gp, 1 sp.

Ameiko the Swashbuckler level 9:

Spoiler:
Ameiko Kaijitsu
Female human swashbuckler 9
CG Medium humanoid (human)
Init +4; Senses Perception +17
DEFENSE
AC 24, touch 18, flat-footed 17 (+5 armor, +1 deflection, +4 Dex, +3 dodge, +1 natural)
hp 84 (9d10+16)
Fort +8, Ref +11, Will +6
OFFENSE
Speed 30 ft.
Melee +1 mithral rapier +16/+11 (1d6+9/15–20) or
dagger +15/+10 (1d4+8/19-20) or
unarmed strike +15/+10 (1d4+8)
Ranged masterwork composite longbow (+1STR) +14/+9 (1d8+1/x3)
Special Attacks daring strike, panache, fleet of foot, acrobatic charge
TACTICS
During Combat Ameiko delays in the first full round of combat until at least one buff effect is up on her and then moves to engage in melee, using her Quick Runner’s Shirt to get a full-attack and, if possible, deliberately crossing a threatened area, so that she can get the bonus from her Daredevil Boots. If no buff effects are cast at the end of the round, she takes her normal action. She tries to provide flanking opportunities and will favor helping out Sandru, so that he can get his sneak attacks.
Morale Ameiko is loyal to her friends, and never abandons an ally in combat. Alone, her bravery isn’t as great. When she is faced with a dangerous foe and has no allies in peril, she prefers to flee if reduced below 15 hit points.
STATISTICS
Str 13, Dex 19, Con 12, Int 13, Wis 10, Cha 16
Base Atk +9; CMB +10; CMD 28
Feats Weapon Finesse, Dodge, Iron Will, Improved Unarmed Strike, Power Attack, Crane Style, Exotic Weapon Proficiency (katana), Blade Dance
Skills Acrobatics +20, Bluff +6, Climb +5, Diplomacy +15, Escape Artist +10, Intimidate +15, Knowledge: Local +5, Linguistics +3, Perception +17, Perform (sing) +10, Perform (string) +10 (+12 with mwk samisen), Profession (tavern keeper) +4, Sense Motive +10, Stealth +14, Swim +5
Languages Common, Tien, Varisian, Minkaian
SQ daredevil +4, uncanny dodge, lucky 1/day, steady stance, dodge bonus +1
Combat Gear potion of remove disease Other Gear +1 glamered mithral chain shirt, +1 mithral rapier, dagger, masterwork composite longbow, eyes of the eagle, ring of protection +1, amulet of natural armor +1, belt of incredible dexterity +2, cloak of resistance +1, daredevil boots of the winterlands, quick runner’s shirt, 20 arrows, belt pouch, gold signet ring worth 100 gp, masterwork samisen, silver holy symbol of Shelyn, 33 pp, 652 gp, 1 sp.

Ameiko the Swashbuckler level 12:

Spoiler:
Ameiko Kaijitsu
Female human swashbuckler 12
CG Medium humanoid (human)
Init +6; Senses Perception +21
DEFENSE
AC 28, touch 20, flat-footed 19 (+7 armor, +1 deflection, +6 Dex, +3 dodge, +1 natural)
hp 109 (12d10+22)
Fort +11, Ref +16, Will +9
Defensive Abilities evasion
OFFENSE
Speed 30 ft.
Melee +2 keen mithral rapier +23/+18/+13 (1d6+14/15–20) or
dagger +21/+16/+11 (1d4+12/19-20) or
unarmed strike +21/+16/+11 (1d4+12)
Ranged masterwork composite longbow (+1STR) +19/+14/+9 (1d8+1/x3)
Special Attacks daring strike, panache, fleet of foot, acrobatic charge, shatter confidence
TACTICS
During Combat Ameiko delays in the first full round of combat until at least one buff effect is up on her and then moves to engage in melee, using her Quick Runner’s Shirt to get a full-attack and, if possible, deliberately crossing a threatened area, so that she can get the bonus from her Daredevil Boots. If no buff effects are cast at the end of the round, she takes her normal action. She tries to provide flanking opportunities and will favor helping out Sandru, so that he can get his sneak attacks.
Morale Ameiko is loyal to her friends, and never abandons an ally in combat. Alone, her bravery isn’t as great. When she is faced with a dangerous foe and has no allies in peril, she prefers to flee if reduced below 30 hit points.
STATISTICS
Str 13, Dex 22, Con 12, Int 13, Wis 12, Cha 18
Base Atk +12; CMB +18; CMD 33
Feats: Weapon Finesse, Dodge, Iron Will, Improved Unarmed Strike, Power Attack, Crane Style, Crane Wing, Agile Maneuvers, Exotic Weapon Proficiency: Katana, Blade Dance
Skills Acrobatics +27, Bluff +7, Climb +5, Diplomacy +19, Escape Artist +12, Intimidate +19, Knowledge: Local +5, Linguistics +3, Perception +21, Perform (sing) +11, Perform (string) +11 (+13 with mwk samisen), Profession (tavern keeper) +5, Sense Motive +16, Stealth +17, Swim +5
Languages Common, Tien, Varisian, Minkaian
SQ daredevil +6, uncanny dodge, lucky 2/day, steady stance, dodge bonus +2, fast acrobatics, panache +3
Combat Gear potion of remove disease Other Gear +3 glamered mithral chain shirt, +2 keen mithral rapier, dagger, masterwork composite longbow, eyes of the eagle, ring of protection +1, amulet of natural armor +1, belt of incredible dexterity +4, cloak of resistance +2, daredevil boots of the winterlands, quick runner’s shirt, headband of mental superiority ( Wis + Cha ) +2, mask of the mantis, 20 arrows, belt pouch, gold signet ring worth 100 gp, masterwork samisen, silver holy symbol of Shelyn, 5273 gp.

Ameiko the Swashbuckler level 13:

Spoiler:
Ameiko Kaijitsu
Female human swashbuckler 13
CG Medium humanoid (human)
Init +6; Senses Perception +22
DEFENSE
AC 28, touch 20, flat-footed 19 (+7 armor, +1 deflection, +6 Dex, +3 dodge, +1 natural)
hp 111 (13d10+12)
Fort +14, Ref +19, Will +12
Defensive Abilities evasion
OFFENSE
Speed 30 ft.
Melee +2 katana +24/+19/+14 (1d6+14/15–20) or
dagger +22/+17/+12 (1d4+12/19-20) or
unarmed strike +22/+17/+12 (1d4+12)
Ranged +1 composite longbow (+1STR) +20/+15/+10 (1d8+2/x3)
Special Attacks daring strike, panache, fleet of foot, acrobatic charge, shatter confidence
TACTICS
During Combat Ameiko delays in the first full round of combat until at least one buff effect is up on her and then moves to engage in melee, using her Quick Runner’s Shirt to get a full-attack and, if possible, deliberately crossing a threatened area, so that she can get the bonus from her Daredevil Boots. If no buff effects are cast at the end of the round, she takes her normal action. She tries to provide flanking opportunities and will favor helping out Sandru, so that he can get his sneak attacks.
Morale Ameiko is loyal to her friends, and never abandons an ally in combat. Alone, her bravery isn’t as great. When she is faced with a dangerous foe and has no allies in peril, she prefers to flee if reduced below 30 hit points.
STATISTICS
Str 13, Dex 22, Con 12, Int 13, Wis 12, Cha 18
Base Atk +13; CMB +19; CMD 34
Feats Weapon Finesse, Dodge, Iron Will, Improved Unarmed Strike, Power Attack, Crane Style, Crane Wing, Crane Riposte, Agile Maneuvers, Exotic Weapon Proficiency: Katana, Blade Dance, Improved Critical: Katana
Skills Acrobatics +28, Bluff +8 Climb +5, Diplomacy +20, Intimidate +20, Knowledge: Local +5, Linguistics +3, Perception +22, Perform (sing) +11, Perform (string) +11 (+13 with mwk samisen), Profession (tavern keeper) +5, Sense Motive +5, Stealth +19, Swim +5
Languages Common, Tien, Varisian, Minkaian
SQ daredevil +6, uncanny dodge, lucky 2/day, steady stance, dodge bonus +2, fast acrobatics, panache +3
Combat Gear potion of remove disease, potion of cure serious wounds (2) Other Gear +3 glamered mithral chain shirt, +2 katana, dagger, +1 composite longbow (+1 STR), eyes of the eagle, ring of protection +1, amulet of natural armor +1, belt of incredible dexterity +4, cloak of resistance +5, daredevil boots of the winterlands, quick runner’s shirt, headband of mental superiority ( WIS + CHA ) +2, lesser mask of the mantis, 20 arrows, belt pouch, gold signet ring worth 100 gp, samisen of oracular vision, silver holy symbol of Shelyn, 64 GP

Ameiko the Swashbuckler level 14:

Spoiler:
Ameiko Kaijitsu
Female human swashbuckler 14
CG Medium humanoid (human)
Init +6; Senses Perception +23
DEFENSE
AC 30, touch 22, flat-footed 19 (+7 armor, +1 deflection, +7 Dex, +4 dodge, +1 natural)
hp 119 (14d10+14)
Fort +15, Ref +21, Will +12
Defensive Abilities evasion
OFFENSE
Speed 30 ft.
Melee +2 katana +26/+21/+16 (1d6+16/15–20) or
dagger +24/+19/+14 (1d4+14/19-20) or
unarmed strike +24/+19/+14 (1d4+14)
Ranged +1 composite longbow (+1STR) +22/+17/+12 (1d8+2/x3)
Special Attacks daring strike, panache, fleet of foot, acrobatic charge, shatter confidence
TACTICS
During Combat Ameiko delays in the first full round of combat until at least one buff effect is up on her and then moves to engage in melee, using her Quick Runner’s Shirt to get a full-attack and, if possible, deliberately crossing a threatened area, so that she can get the bonus from her Daredevil Boots. If no buff effects are cast at the end of the round, she takes her normal action. She tries to provide flanking opportunities and will favor helping out Sandru, so that he can get his sneak attacks.
Morale Ameiko is loyal to her friends, and never abandons an ally in combat. Alone, her bravery isn’t as great. When she is faced with a dangerous foe and has no allies in peril, she prefers to flee if reduced below 30 hit points.
STATISTICS
Str 13, Dex 24, Con 12, Int 13, Wis 12, Cha 18
Base Atk +14; CMB +21; CMD 36
Feats Weapon Finesse, Dodge, Iron Will, Improved Unarmed Strike, Power Attack, Crane Style, Crane Wing, Crane Riposte, Agile Maneuvers, Exotic Weapon Proficiency: Katana, Blade Dance, Improved Critical: Katana
Skills Acrobatics +31, Bluff +8 Climb +5, Diplomacy +21, Intimidate +21, Knowledge: Local +5, Linguistics +3, Perception +23, Perform (sing) +11, Perform (string) +11 (+13 with mwk samisen), Profession (tavern keeper) +5, Sense Motive +5, Stealth +22, Swim +5
Languages Common, Tien, Varisian, Minkaian
SQ daredevil +7, uncanny dodge, lucky 2/day, steady stance, dodge bonus +3, fast acrobatics, panache +3
Combat Gear potion of remove disease, potion of cure serious wounds (2) Other Gear +3 glamered mithral chain shirt, +2 katana, dagger, +1 composite longbow (+1 STR), eyes of the eagle, ring of protection +1, amulet of natural armor +1, belt of incredible dexterity +6, cloak of resistance +5, daredevil boots of the winterlands, quick runner’s shirt, headband of mental superiority ( WIS + CHA ) +2, lesser mask of the mantis, 20 arrows, belt pouch, gold signet ring worth 100 gp, samisen of oracular vision, silver holy symbol of Shelyn

Ameiko the Swashbuckler level 15:

Spoiler:
Ameiko Kaijitsu
Female human swashbuckler 15
CG Medium humanoid (human)
Init +7; Senses Perception +24
DEFENSE
AC 31, touch 23, flat-footed 20 (+7 armor, +2 deflection, +7 Dex, +4 dodge, +1 natural)
hp 125 (15d10+15)
Fort +15, Ref +21, Will +13
Defensive Abilities evasion
OFFENSE
Speed 30 ft.
Melee +5 holy shock katana +30/+25/+20 (1d6+19+1d6 electricity +2d6 holy/15–20) or
+5 holy shock katana +23/+23/+18/+13 (1d6+27+1d6 electricity +2d6 holy/15–20) or
+5 holy shock katana +29/+29/+29/+24/+19 (1d6+30+1d6 electricity +2d6 holy/15–20)
dagger +25/+30/+15 (1d4+14/19-20) or
unarmed strike +25/+20/+15 (1d4+14)
Ranged +1 composite longbow (+1STR) +23/+18/+13 (1d8+2/x3)
Special Attacks daring strike, panache, fleet of foot, acrobatic charge, shatter confidence, lightning strike
TACTICS
During Combat Ameiko delays in the first full round of combat until at least one buff effect is up on her and then moves to engage in melee, using her Quick Runner’s Shirt to get a full-attack and, if possible, deliberately crossing a threatened area, so that she can get the bonus from her Daredevil Boots. If no buff effects are cast at the end of the round, she takes her normal action. She tries to provide flanking opportunities and will favor helping out Sandru, so that he can get his sneak attacks.
Morale Ameiko is loyal to her friends, and never abandons an ally in combat. Alone, her bravery isn’t as great. When she is faced with a dangerous foe and has no allies in peril, she prefers to flee if reduced below 30 hit points.
STATISTICS
Str 13, Dex 24, Con 12, Int 13, Wis 12, Cha 18
Base Atk +15; CMB +22 (+24 trip); CMD 39 (41 vs. trip)
Feats Weapon Finesse, Dodge, Iron Will, Improved Unarmed Strike, Power Attack, Crane Style, Crane Wing, Crane Riposte, Agile Maneuvers, Exotic Weapon Proficiency: Katana, Blade Dance, Improved Critical: Katana, Improved Trip
Skills Acrobatics +32, Bluff +8 Climb +5, Diplomacy +22, Intimidate +22, Knowledge: Local +5, Linguistics +3, Perception +24, Perform (sing) +11, Perform (string) +12 (+14 with mwk samisen), Profession (tavern keeper) +5, Sense Motive +5, Stealth +23, Swim +5
Languages Common, Tien, Varisian, Minkaian
SQ daredevil +7, uncanny dodge, lucky 2/day, steady stance, dodge bonus +3, fast acrobatics, panache +3
Combat Gear potion of remove disease, potion of cure serious wounds (2) Other Gear +3 glamered mithral chain shirt, +5 holy shock katana, dagger, +1 composite longbow (+1 STR), eyes of the eagle, ring of protection +2, amulet of natural armor +1, belt of incredible dexterity +6, cloak of resistance +5, daredevil boots of the winterlands, quick runner’s shirt, headband of mental superiority ( WIS + CHA ) +2, lesser mask of the mantis, 20 arrows, belt pouch, gold signet ring worth 100 gp, samisen of oracular vision, silver holy symbol of Shelyn

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