
pipedreamsam |
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Due to my players creating fairly optimized characters and possessing an above average level of system mastery I often find myself changing ... if not entirely rebuilding entire enemies and encounters throughout the course of published adventures. This time around I thought that I would post my changes for others to adjudicate and use themselves if they were so inclined. Feedback is welcome.
A large focus of the rebuilds will be biased towards classes and archetypes that did not exist when the AP was first published. Especially in those instances where I feel that the new class or archetype better represents my own perceived flavor of the enemy. Many of the enemies with levels in rogue will be converted to the unchained version of the class as I prefer it to the original. However, since many of these enemies use archetypes the conversions will be straying into home-brew territory as the unchained variants are not compatible with archetypes. Disclaimer aside, I do not expect this to be much of an issue. Due to the swingy nature of the lower levels, I choose not to alter any of the enemies of the first book and only a few from the second book. If they go over well, I may post some of the home-brew NPC villains and monsters that turn up at various points throughout the AP.
First up is the villain that initially piqued my interest in undertaking this project, the first mate Captain of the Thresher, Knuckles Grype.
Male Human Brawler 7
CE Medium Humanoid (Human)
Init:+2; Senses: Perception +9
Defense============================================================
AC 20, touch 13, Flat-footed 17 (+7 Armor, +2 Dex, +1 Dodge)
hp 80 (7d10 + 28) Average is 71
Fort +7, Ref +7, Will +1
Defensive abilities AC Bonus +1
Offense============================================================
Speed 20 ft.
Melee +1 Spiked Gauntlet +13/+8 (1d6+7 plus poison) or Brawler's Flurry +1 Spiked Gauntlets +11/+11/+6 (1d6+7 plus poison)
Special Attacks Knockout (DC 17 1d6 rounds)
Tactics=============================================================
Before Combat Same as AP. Knuckles applies bloodroot poison to both of his spiked gauntlets.
During Combat Knuckles starts combat by charging the enemy captain and activating his knockout ability. If any other creatures are in his way he uses a swift action use of his martial flexibility to gain the benefits of Greater Overrun before charging. On subsequent rounds he activates another use of his martial flexibility, choosing feats specific to whatever opponent he is currently facing; common choices for him would be improved trip, step up, furious focus and disruptive. Knuckles full attacks using brawler's flurry whenever possible and always attacks with whichever spiked gauntlet has yet to deliver its poison.
Morale Same as AP. Knuckles attempts to parley by surrendering the Thresher if reduced to 25hp or fewer.
Statistics============================================================
Str 18, Dex 15, Con 14, Int 10, Wis 8, Cha 12
Base Atk +7/+2 CMB +11 (+15 Overrun, +12 trip) CMD 23 (27 Overrun, 24 trip)
Feats: Toughness, Medium Armor Proficiency, Power attack, Charge through, Improved Overrun, Weapon Focus (Spiked Gauntlet), Weapon Specialization (Spiked Gauntlet)
Skills Acrobatics +10, Climb +12 Intimidate +11, Knowledge (local) +5, Perception +9, Profession (sailor) +9, Swim +10
Languages Common
Combat Gear Bloodroot poison (4 doses) Other Gear +1 Brestplate, +1 Spiked Gauntlets (2), Belt of Giant Strength (+2)
SQ Brawler's Cunning, Martial Flexibility, Martial Training, Close Weapon Mastery, Brawler's strike, Maneuver Training 2 (Overrun/Trip)
The only villain statblock that I know of was a little unwieldy for me as it required a lot of deleting to properly use so I made my own makeshift one. I hope to polish it up over time Link Here.
Knuckles was converted from the Fighter Brawler archetype from Ultimate Combat to a straight up Brawler from the Advanced class guide. The conversion represents a decrease in combat effectiveness in terms of attack and damage but gives him a healthy amount of flexibility in how he fights the PC's. I also wanted him to have a better out of combat presence as I suspect that my PC's might actually accept his surrender. The increase in skills and skill points serve to make him a more competent toadie and martial flexibility makes him much more interesting for me to run as a GM. Side note: I was this close to making him a strangler archetype but decided against it as it would have required me to significantly alter his gear.

pipedreamsam |

The only other significant change that I made in book 2 was to swap one feat Krelloort had, Great fortitude for Lunge. In case anyone was confused about how I juggled the feat selection ... I changed the racial feat to toughness and gave Krelloort some other unimportant feat with his first level fighter bonus feat. Then at fourth level I had him trade off this mystery feat for lunge now that he met the prerequisites.
While my players were wise enough to cast slipstream on themselves before entering the caves of mancatcher cove, lunge can serve to severely punish parties who enter this fight without a swim speed or reach weapon at their disposal. That No save Dex damage is nasty.

pipedreamsam |

Next up is the first conversion of book 3 and the first conversion of a rogue to its unchained variant, the former cabin girl of the Wormwood, "Caulky Tarroon".
CN Medium Humanoid (Human)
Init:+4; Senses: Perception +7
Defense============================================================
AC 18, touch 15, Flat-footed 13 (+4 Dex, +3 Armor, +1 Dodge)
hp 54 (5d8 + 20) Average is 46
Fort, +3 Ref +8, Will +0
Defensive abilities Evasion, Blade sense +1 (AC vs Light Blades), Uncanny Dodge
Offense============================================================
Speed 30ft, Swim 10ft
Melee MW Dagger +9 (1d4/19-20)
Ranged MW Dagger +9 (1d4/19-20)
Special Attacks Sneak Stab +3d8, Debilitating Injury
Tactics=============================================================
During Combat Same as AP. She tries to escape, but fights tooth and nail if cornered feinting and sneak attacking whenever possible.
Morale Takes any opportunity to flee, including using the withdraw action if she can or acrobatics if she is desperate. Surrenders if brought below half health.
Statistics============================================================
Str 10, Dex 18, Con 14, Int 13, Wis 8, Cha 12
Base Atk +3 CMB +3 CMD 17
Feats: Toughness, Weapon Finesse, Dodge, Combat Expertise, Weapon Focus (Dagger), Improved Feint
Skills Acrobatics +10, Bluff +9, Climb +8, Disable Device +10, Disguise +7, Escape Artist +12, Knowledge (Local) +7, Perception +7, Profession (Sailor) +7, Sleight of Hand +12 (+14 to conceal light blades), Stealth +10, Swim +8,
Languages Common, Polyglot
Combat Gear Studded Leather, Masterwork Daggers (2), Other Gear 29gp
SQ Sneak Stab, Hidden Blade, Finesse Training (Dagger), Rogue's Edge (Swim) Rogue Talents: Weapon Training (Dagger), Combat Trick (Improved Feint)
The Change in Caulky from 3 levels of commoner to 3 levels of rogue is significant. Her combat abilities become far stronger and she gains a lot of skill ranks. Since her tactics are the same I'm really not expecting her to actually have to fight anyone, but if it does come up I want her to be competent, if only to reinforce to the party that they are not ready to face Harrigan. I'd be shooting for a reaction somewhere along the lines of, "If his bloody cabin girl can do 'this' ...!".
I can't remember if Caulky comes up in Harrigan's assault in book 5 but if she does get away in this initial encounter I'll likely have her show up in that fight anyway. Adding levels at that point will be easy as the conversion is already done. There's also always the possibility that my group could press-gang her, and the rebuild makes her a lot more useful to them should they choose to do so.

Wintersky |

I thought the same while reading the adventures. With newer rules available, much of the content on S&S seems out of date.
I'm at the Wormwood Mutiny at the moment. As I don't know how far this campaign will last (everybody is having fun but, you know, life tends to get in the way of long games) so haven't made attempts to change anything from later modules, but I've modified almost all antagonists' sheets from the first book. Most noticeable, I turned Scourge into a slayer and Plugg into a swashbuckler. If you're interested, I can post stats here.
Keep those up. I'm always looking for reference of what can be improved. I enjoy this AP quite a lot, but I find it needs some retouches here and there to make te most out of it.

FedoraFerret |

I rebuilt the Sahuagin Matron into a Shaman (which was lucky, she had her spirit animal to wake her up when the Witch put her to sleep on the first round... rassaafrassin Slumber), and more recently have rebuilt Druvalia Thrune (who I introduced much earlier) into a gunslinging Hexcrafter/Eldritch Archer Magus (along with her entire crew, which I built from the ground up to be counterpoints to the party). Makes for a fun time.

pipedreamsam |

Honestly I found the exploration and final dungeon of book 1 to be so brutal that I chose not to change anything from it. I even had one player die to ghoul fever right before reaching rickety's squibbs in book 2, though I was using the significantly more deadly unchained rules.
By the end of book 2 both my players and myself were so tired of sahuagin that I hardly thought to rework anyone beyond the boss. I added a lot of material as an in between to books 2 and 3 that the "finale" of book 2 wasn't as much of a big deal.
I've chosen to keep guns at a very rare level in my campaign, partially to avoid reworking too many builds and partially because one of the captain's in my game happens to be a gunslinger and I want him to feel unique. However giving Giles a gun and reworking him to use it is interesting enough that I might use it. It would also give my players pause to explore who else is manufacturing and distributing guns into the region. Maybe I can even tie the hurricane king into it somehow ... hmmmmmm ....
Right now my players are in book 3 so I'm working on rebuilding the Free captain's regatta. I'll more than likely post a new thread for it but I'll be sure to link it here as well.
@Wintersky: While I've moved far beyond book 1 with Scourge and Plugg other GMs might find their rebuilds useful and I'm a little curious to see what you've come up with yourself if you don't mind posing the builds.

Errant Mercenary |

I rebuilt the Sahuagin Matron into a Shaman (which was lucky, she had her spirit animal to wake her up when the Witch put her to sleep on the first round... rassaafrassin Slumber), and more recently have rebuilt Druvalia Thrune (who I introduced much earlier) into a gunslinging Hexcrafter/Eldritch Archer Magus (along with her entire crew, which I built from the ground up to be counterpoints to the party). Makes for a fun time.
I would love to see these builds, if possible?

Wintersky |

Stats for Plugg and Scourge. Here there be possible typos.
NE medium humanoid (human)
Init: +6; Senses: Perception +5
Defense============================================================
AC 17, touch 15, Flat-footed 12 (+4 Dex, +1 armor, +1 natural, +1 swashbuckler)
hp 52 (5d10+10)
Fort +3, Ref +8, Will +0
Defensive abilities Dodging Panache [1 panache], Opportune Parry and Risposte [1 panache]
Offense============================================================
Speed 30f
Melee Tidewater Cutlass +10 (1d6+5/ 15-20) and mwk cat-o’nine-tails +8 (1d4+2 nonlethal); OR tidewater cutlass +12 (1d6+10/15-20)
Ranged Crossbow +9 (1d8/19-20)
Special Attacks Hidraulic Push [sword] (30f bull rush +3)
Tactics=============================================================
During Combat Mr. Plugg always enters combat with his cutlass and cat drawn, and has no compunctions about fighting dirty. He is a vicious and impulsive fighter that spare no chances to show off his prowess, specially against targets he has a personal grudge against. He uses his Menacing Swordplay on every foe and will have 1 panache point saved to benefit from passive habilities unless things get nasty. He regularly uses Combat Expertise (–2 on attack rolls, +2 AC) to increase his AC, and if he finds that he is unable to hit opponents, Plugg drops his cat-o’-nine-tails and attacks with only his tidewater cutlass.
Morale Plugg fights bravely, but if reduced to fewer than 25 hit points, he backs away. If reduced to 12 hit points or fewer, he attempts to flee, hoping to fight another day. He has no loyalty to his captain, crew, or allies, and abandons them without a second thought if it means saving his own skin.
Statistics============================================================
Str 14, Dex 18, Con 12, Int 13, Wis 8, Cha 14
Base Atk +5CMB +7 (11 disarm cat-o’nine-tails) CMD 20 (22 vs. Disarm)
Feats: Two Weapon Fighting, Weapon Focus (Cutlass), Slashing Grace, Combat Expertise, Improved Disarm
Skills Acrobatics +12, Bluff +8, Climb +7, Intimidate +9, Perception +5, Profession (Sailor) +7, Sense Motive +3, Swim +7
Languages Common, polyglot
Combat Gear potion of cure moderate wounds, screaming bolts x50 Other Gear tidewater cutlass (+1 cutlass; see page 59),masterwork cat-o’-nine-tails*,
light crossbow with 10 bolts, amulet of natural armor +1, bracers of armor +1, shackles of compliance (see page 58), leather drinking cup, betting stash of 100 sp and 150 gp
SQ Panache (2 points), Deeds: Derring-Do, Dodging Panache, Opportune Parry and Risposte, Kip-Up, Menacing Swordplay, Swashbuckler Initiative
I have a swashbuckler PC in my group that has a personal grudge against Plugg. Since nobody had the chance to see the first mate fight so far, I anxiously expect hilarious rage from that player when Plugg dodges and rispostes his first attack ^__^
NE medium humanoid (human)
Init: +7; Senses: Perception +1
Defense============================================================
AC 15, touch 13, Flat-footed 12 (+2 armor, +3 Dex)
hp 49 (4HD; 4d10+9)
Fort +7, Ref +7, Will +2
Offense============================================================
Speed 30f
Melee whip +7 (1d3 nonlethal+2) OR; mwk handaxe +8 (1d6^+2/x3); OR punching dagger +7 (1d4+2/x3 plus venom)
Ranged Shortbow +7 (1d6+2/x3)
Special Attacks Sneak Attack +1d6 (+1 bleed); Studied Target
Tactics=============================================================
Before Combat Scourge will begin the fight hidden, if possible. He targets the tougher looking enemy first to have the chance of putting him down before the combat begin, studying it to benefit from his slayer bonus and then surprises with a sneak attack.
During Combat Scourge prefers intimidating opponents to fighting them. Once in combat, he attempts to attack from behind, flanking with his allies. He uses his whip to trip foes whenever possible.
Morale If reduced to 10 hit points or fewer, Scourge flees and tries to make good his escape. A man who bears a grudge, Scourge is certain to try to slip dark reaver powder or oil of taggit into the meal or drink of anyone who humiliates or injures him when the chance comes. He gets bolder when fighting along Plugg and will follow the first mate's orders. If Plugg flees, Scourge follows his lead or surrenders, if he thinks that's more likely to work.
Statistics============================================================
Str 14, Dex 16, Con 16, Int 10, Wis 12, Cha 8
Base Atk +4 CMB +6 CMD 19
Feats: Exotic Weapon Proficiency (whip), Improved Initiative, Weapon Finesse
Skills Acrobatics +8 Bluff +6, Climb +9, Disable Device +8, Intimidate +8, Profession (sailor) +8, Sense Motive +6, Sleight of Hand +8, Stealth +8
Languages Common
Combat Gear potion of blur, potion of cure light wounds, black adder venom (on punching dagger) Other Gear leather armor, punching dagger, masterwork handaxe carved with notches for kills, shortbow with 12 arrows in leather quiver with a buttoned shutter to protect them from the elements, whip, boatswain’s call, corked dark green bottle containing 8 doses of oil of taggit, six gold teeth worth 5 gp each, hefty waxed coat with many hidden pockets, leather snuff box with a diamond stud worth 100 gp containing 1 dose of dark reaver powder, silver wedding ring worth 25 gp, 14 pp, 29 gp
SQ track, slayer talents: bleeding attack +1; power sneak
I'm atually considering giving Scourge another level. My group is big and very found of potentially lethal challenges. Most PCs subestimate Scourge, considering him nothing more than Plugg's lap dog, and having the 2nd studied target available would be a nice surprise.
I rebuilt the Sahuagin Matron into a Shaman (which was lucky, she had her spirit animal to wake her up when the Witch put her to sleep on the first round... rassaafrassin Slumber), and more recently have rebuilt Druvalia Thrune (who I introduced much earlier) into a gunslinging Hexcrafter/Eldritch Archer Magus (along with her entire crew, which I built from the ground up to be counterpoints to the party). Makes for a fun time.
Also would love to see these builds!

pipedreamsam |
1 person marked this as a favorite. |

My group took a break around the beginning of December, started up again in mid-January.Thus far I've been fairly satisfied with the enemy builds in book 3, but Giles was definitely an NPC that could benefit from a rebuild with the material that's come out since S&S's release. This is my take on Executioner Slayer that Rynjin mentioned above.
Male Slayer (Executioner) 11
NE Medium Humanoid (Human)
Init:;+4 Senses: Perception +14
Defense============================================================
AC 18, touch 14, Flat-footed 14 (+4 Armor, +4 Dex)
hp 110 (11d10 + 33)Average is 94
Fort, +9 Ref, +11 Will+5
Defensive abilities -
Offense============================================================
Speed 30 ft.
Melee SharpShooter's Blade +15/+10/+5 (1d6+5/19-20 x2)
Ranged +1 Human Bane Heavy Crossbow +17/+12/+7 (1d10+1/17-20 x2)
Special Attacks Studied Target (swift action +3), Painful Strike (Fort DC 16 Sickened 1d4 rounds) Assassinate (Fort DC 16 dies), Sneak Attack +3d6, Dedicated Adversary (Humans +2), Seething Hatred (+3 damage to human studied targets)
Tactics=============================================================
Before Combat Poisons his bolts with Deathblade, no need to drink antitoxin as he has poison use.
During Combat Same as AP. Shoots one more bolt at Corlan, along with more bolts at anyone that tries to help him or is of Mwangi descent. Saves a second poisoned bolt if he's wounded. Uses deadly aim, takes a move action to affix his sharpshooter's blade if needed.
Morale Same as AP. Once he's sure the Tengu is dead he retreats, if cornered fights to the death.
Statistics============================================================
Str 14, Dex 18, Con 14, Int 12, Wis 10, Cha 8
Base Atk +11/+6 CMB CMD
Feats: Point-Blank Shot, Precise Shot, Rapid Reload*, Weapon Focus (Crossbow), Crossbow Mastery, Deadly Aim*, Iron Will, Imropoved Critical (Heavy Crossbow), Seething Hatred (Humans)*, Dedicated Adversary (Humans)
Skills Acrobatics +13, Bluff +7, Climb +10, Intimidate +7, Knowledge (Geography) +10, Knowledge (Local) +15, Perception +14, Sense Motive +9, Stealth +23, Survival +14, Swim +16
Languages Common, Polyglot
Combat Gear Potions of Cure Light Wounds (2), Deathblade Poison (2 doses) Other Gear+1 Shadow Studded Leather, +1 Human-bane Heavy Crossbow with 20 bolts, Sharpshooter's blade, backpack, climber's kit, spyglass, 50 ft silk rope with grappling hook
SQBloodstained Hands, Studied Target, Track, Focused Killer, Painful Strike, Stalker, Slayer Talents (Ranger Combat Style*, Poison Use, Ranger Combat Style*, Combat Trick* Assassinate)
I went ahead and bumped him to level 11 just like Rynjin did, my group is always above average when it comes to combat so I doubt that the extra attack will do much if anything, more HP is always welcome though.
Call me a Scumbag but I don't see any reason that Seething Hatred and Dedicated Adversary wouldn't stack. Giles damage might look low at first glance but when attacking a human while deadly aiming his damage jumps to 1d10+11+2d6. If he bothered to use one of his unlimited swift action studied target abilities and the target is still a human it jumps to 1d10+17+2d6, not bad at all. Running the encounter as written makes it unlikely that he'll ever land a sneak attack or get to use his assassinate ability but you never know how a chase scene will go. I could have reworked the stats to get a 19 dex so Giles could take Improved Precise shot at level 11 but it seemed unnecessary. Excited to see how this one goes as I have another slayer (vanguard) for the party to face off against after the end of book 3.
@Wintersky, those are some nice builds. They would definitely make for a much more difficult fight to finish off book 1.

pipedreamsam |

So Giles ended up getting away in my campaign, after downing Corlan in the surprise round he rolled high enough in initiative to go second and let loose a full attack against the party's half-mwangi hunter, killing him outright with 2 hits and a critical on the second iterative. If I hadn't bumped him up to level 11 I probably would have swapped one of his feats for rapid shot anyway, making the outcome essentially the same. The party attempted to give chase, but the distance was too much and he escaped. Kind of excited about this as I plan to slot him in later into the campaign now. Maybe by that time he'll have enough money to afford sniper goggles.
I was planning on rebuilding the guards in the Jasperleaf apothecary since they had a few levels in rogue but my players managed to progress farther than anticipated and I had to run them pretty much as written, they worked out alright though failed both attempts to tumble and mobility didn't stop the AoOs the movement generated. Zarskia turned out to be the extremely deadly. With the potential to throw 4 bombs in one round one of the characters went from full health to on the floor in one round after just 3 bombs, the animal companion went down in the next round. The encounter had the potential to become a TPK if the party gunslinger wasn't invisible going into the final showdown. A decent AC, stoneskin, displacement and Con bonuses made her a very tough opponent to bring down.
I'll likely end up rebuilding at least one of the cyclopes in book 4 and Lady Cerise Bloodmourn is an obvious swashbuckler candidate. It's been a few months since I've seen the Eel's build but I can't see myself doing anything more than minor tweaks after the way that Zarskia's fight went.

JohnHawkins |

My builds for Scourge, Plug and Kipper.
I am using the commonplace gun's rules so guns can be used with martial proficiency and are fairly common
Mr. Plugg CR 5
XP 1,600
Male human gunslinger (pistolero) 6 (Pathfinder RPG Ultimate Combat 9, 51)
NE Medium humanoid (human)
Init +6; Senses Perception +10
--------------------
Defense
--------------------
AC 22, touch 16, flat-footed 16 (+5 armor, +4 Dex, +2 dodge, +1 natural)
hp 57 (6d10+12)
Fort +7, Ref +9, Will +3
Defensive Abilities nimble +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk short sword +11/+6 (1d6+2/19-20) or
. . tidewater cutlass +11/+6 (1d6+3/18-20)
Ranged +1 double-barreled pistol +10/+5 (1d8+10/×4) or
. . mwk double-barreled pistol +10/+5 (1d8+9/×4) or
. . pistol +9 (1d8+9/×4)
Special Attacks deeds (gunslinger initiative, gunslinger's dodge, pistol-whip, quick clear, up close and deadly +1d6, up close and deadly +2d6, utility shot), grit (1)
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 14, Int 13, Wis 13, Cha 11
Base Atk +6; CMB +8; CMD 24
Feats Deadly Aim, Gunsmithing[UC], Point-Blank Shot, Precise Shot, Two-weapon Fighting, Weapon Finesse
Skills Acrobatics +12, Climb +6, Intimidate +9, Perception +10, Profession (sailor) +10, Sense Motive +7, Swim +8
Languages Common, Polyglot
SQ gunsmith, pistol training
Other Gear +1 chain shirt, +1 double-barreled pistol[UC], tidewater cutlass, crossbow bolts (10), mwk double-barreled pistol[UC], mwk short sword, pistol[UC], amulet of natural armor +1
--------------------
Special Abilities
--------------------
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deeds Use Grit to perform special abilities with your firearms.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmith At 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condit
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Nimble +2 +2 (Ex) +2 AC while wearing light or no armor.
Pistol Training (+4, misfire value -2) (Ex) Starting at 5th level, a pistolero increases her skill with one-handed firearms. She gains a bonus on damage rolls equal to her Dexterity modifier, and when she misfires with a one-handed firearm, the misfire value increases by 2 instead of 4. Every
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
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Master Scourge CR 5
XP 1,600
Male human slayer 6 (Pathfinder RPG Advanced Class Guide 53)
NE Medium humanoid (human)
Init +2; Senses Perception +10
--------------------
Defense
--------------------
AC 19, touch 13, flat-footed 16 (+6 armor, +2 Dex, +1 dodge)
hp 68 (6d10+30)
Fort +8, Ref +7, Will +5
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 handaxe +10/+5 (1d6+5/×3) or
. . mwk handaxe +10/+5 (1d6+2/×3) or
. . punching dagger +10/+5 (1d4+4/×3) or
. . whip +6/+1 (1d3+4 nonlethal)
Ranged dragon pistol +8 (1d6/×4) or
. . shortbow +8/+3 (1d6/×3)
Special Attacks sneak attack +2d6, studied target +2 (2nd, move action)
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 16, Int 12, Wis 12, Cha 9
Base Atk +6; CMB +10; CMD 23
Feats Armored Athlete, Dodge, Improved Two-weapon Fighting, Iron Will, Toughness, Two-weapon Fighting, Weapon Focus (handaxe)
Skills Acrobatics +7 (+3 to jump), Bluff +8, Climb +6, Disable Device -3, Intimidate +6, Perception +10, Profession (sailor) +8, Sense Motive +10, Sleight of Hand +0, Stealth +7, Survival +5, Swim +10
Languages Common
SQ combat style (two-weapon combat), slayer talents (combat trick, ranger combat style[ACG], ranger combat style[ACG]), track +3
Combat Gear potion of blur, potion of cure light wounds, black adder venom; Other Gear mwk chainmail, +1 handaxe, arrows (20), dragon pistol[UC], mwk handaxe, punching dagger, shortbow, whip
--------------------
Special Abilities
--------------------
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Studied Target +2 (move action, 2 at a time) (Ex) Study foe as a Move action, gain +2 to att/dam & some skills vs. them.
Track +3 Add the listed bonus to survival checks made to track.
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Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Kipper
Human alchemist (grenadier) 6 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Monster Codex)
N Medium humanoid (human)
Init +5; Senses Perception +10
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 45 (6d8+12)
Fort +6, Ref +6, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 glaive +8 (1d10+5/×3) or
. . unarmed strike +7 (1d3+3 nonlethal)
Ranged bomb +6 (3d6+4 Fire) or
. . frost bomb +6 (3d6+4 Cold) or
. . underwater heavy crossbow +5 (1d10/19-20)
Special Attacks bomb 10/day (3d6+4 fire, DC 17)
Alchemist (Grenadier) Extracts Prepared (CL 6th; concentration +10)
. . 2nd—barkskin, blur, bull's strength, protection from arrows
. . 1st—coin shot, longshot[UC], shield, touch of the sea[APG] (DC 15), withering bomb admixture
--------------------
Statistics
--------------------
Str 16, Dex 12, Con 12, Int 18, Wis 12, Cha 10
Base Atk +4.5; CMB +7; CMD 18
Feats Concentrated Splash, Furious Focus[APG], Improved Initiative, Martial Weapon Proficiency (glaive), Power Attack, Throw Anything
Skills Acrobatics +5, Climb +7, Craft (alchemy) +13 (+19 to create alchemical items), Intimidate +6, Perception +10, Profession (sailor) +7, Profession (siege engineer) +10, Sense Motive +7, Sleight of Hand +5, Swim +12
Languages Common
SQ alchemical weapon, alchemy (alchemy crafting +6), directed blast, discoveries (explosive missile[UC], frost bomb, underwater demolition[ARG]), mutagen (+4/-2, +2 natural armor, 60 minutes), precise bombs, swift alchemy
Combat Gear alchemist's fire (6); Other Gear chain shirt, +1 glaive, underwater heavy crossbow[ARG], ring of swimming, 20 gp
--------------------
Special Abilities
--------------------
Alchemical Weapon (Swift Action) (Su) Add the effects of an alchemical liquid or powder to weapon.
Alchemy +6 (Su) +6 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 3d6+4 (10/day, DC 17) (Su) Thrown Splash Weapon deals 3d6+4 fire damage.
Concentrated Splash You may choose to forgo splash damage to increase direct damage by 50%.
Directed Blast (Su) Bomb does damage in 20 ft cone, attack vs. one foe and rest take splash dam.
Explosive Missile Use bomb with ranged weapon.
Frost Bomb (Su) When the alchemist creates a bomb, he can choose to have it inflict cold damage. Creatures that take a direct hit from a frost bomb are staggered on their next turn unless they succeed on a Fortitude save.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Mutagen (DC 17) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 60 minutes.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Precise Bombs (Ex) Select Int mod squares to not be affected by splash effects.
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Underwater Demolition (Ex) Bomb can be thrown underwater, Range Increment is reduced to 5 feet when bomb travels through water.
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pipedreamsam |
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Next up is the first rebuild of book 4 and what I think is a pretty interesting one; Paeta the phase spider. Monsters with class levels are some of my favorite enemies as you can achieve some truly crazy results with just a few levels.
Female phase spider unchained rogue (thug) 8
Init:+11; Senses:Darkvision 60ft, Low-light vision; Perception +19
Defense============================================================
AC 24, touch 19, Flat-footed 17 (+3 Deflection, +6 Dex, +1 dodge, +5 natural, -1 size)
hp 158 (14 HD; 6d10+8d8+64) (Average 133)
Fort, +11 Ref, +17 Will +8
Defensive abilities Evasion, Improved uncanny dodge, Ethereal jaunt
Offense============================================================
Speed 40 ft., climb 20 ft.
Melee Bite +18 (2d6+9 plus poison and grab)
Space 10 ft.; Reach 5 ft.
Ranged -
Special Attacks Ethereal ambush. poison, sneak attack 4d6, Debilitating injury (bewildered, disoriented, hampered)
Rogue spell-like abilities (CL 8th, concentration +9)
3/day - Message
2/day - Alarm
Tactics=============================================================
Before Combat Same as AP. Paeta casts alarm on the tower's main doors and the stairs to area B30 every day.
During Combat Paeta tries to intimidate her foes by using her ethereal ambush to attack, intimidate and poison the apparent strongest intruder. She repeats this tactic until her foes surrender or retreat. Paeta will try to lure her opponents towards any remaining phase spiders within the fort and will grapple and walk up the wall with anyone who becomes incapacitated to use as a bargaining chip. She power attacks unless she misses twice in a row and when sneak attacking always picks the bewildered option on her debilitating injury.
Morale Same as AP. Paeta has no wish to die and will retreat to inform her mistress if reduced to 30 hit points.
Statistics============================================================
Str 20, Dex 22, Con 18, Int 12, Wis 15, Cha 8
Base Atk +12 CMB +18 (+22 grapple) CMD 38 (50 vs trip.)
Feats:Ability focus (poison), Dodge, Improved Initative, Lunge, Skill focus (stealth), Iron Will, Weapon Focus (bite), Weapon Finesse, Power attack, Cornugun Smash
Skills Acrobatics +23 (+27 when jumping), Climb +30, Intimidate +16, Knowledge (Local) +5, Knowledge (Planes) +5, Linguistics +5, Perception +19, Sense motive +11, Sleight of hand +17 Stealth +22
Languages Aklo, Common, Cyclops
Combat Gear Other Gear Ring of Protection +3
SQ Rogue talents (combat trick, minor magic, major magic, weapon training), Frightening, Brutal Beating (give up a sneak attack die to make target sickened), Finesse Training (bite), Rogue's Edge (Intimidate)
Special Abilities=====================================================[i/]
Poison (Ex) Bite-injury; save Fort DC 19;frequency 1/round for 8 rounds; effect 1d2 Con; cure 2 consecutive saves.
Notes: Paeta receives a +4 on intimidate if she is larger than her target.
Sticking with the theme of the fort I choose to make Paeta an unchained rogue thug archetype, as I felt the abilities matched nicely with the tone of the fort and helped trade off the lackluster trap sense and trap-finding for some more useful abilities. Technically the rogue levels only counted for 1/2 CR each as rogue is not a key class for magical beasts I'm curious to see if 8 levels change much in regards to difficulty. In addition I'm wondering just how much difficulty my party will have with her poison since my players all have double digit fortitude saves. Thankfully the AP is written so that she doesn't just grapple and drag off her first victim to the ethereal plane, which would have made for a cheap death. Not expecting her to be nearly the powerhouse that Giles was, but I've certainly been surprised before so we'll just wait and see what happens.
@JohnHawkins - Nice builds there, I think that I'll steal and likley expand upon the kipper build for when my party confronts the Wormwood in book 5. If they haven't learned to deal with alchemists after Zarskia and the Eel then they deserve whatever happens.

Wintersky |

My builds for Scourge, Plug and Kipper.
I am using the commonplace gun's rules so guns can be used with martial proficiency and are fairly common
** spoiler omitted **...
How many players you had? Aren't those a bit too difficult for the end of Book 1? I'd love to know how your group managed to survive.

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Here are a few of mine:
Human (Mwangi) fighter (corsair) 5/rogue (pirate) 11 (Pathfinder Player Companion: Pirates of the Inner Sea, Pathfinder RPG Ultimate Combat 72)
NE Medium humanoid (human)
Init +10; Senses Perception +14
--------------------
Defense
--------------------
AC 26, touch 16, flat-footed 20 (+6 armor, +5 Dex, +1 dodge, +4 shield)
hp 196 (16 HD; 11d8+5d10+107)
Fort +16, Ref +16, Will +10 (+1 vs. fear); +4 vs. fear, +3 vs. fear and mind-affecting, +1 vs. fear and mind-affecting, +1 vs. fear and mind-affecting
Defensive Abilities evasion, improved uncanny dodge, unflinching +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee +3 short sword +23/+18/+13 (1d6+8/17-20)
Ranged +1 returning throwing axe +19 (1d6+3)
Special Attacks sneak attack +6d6 plus 6 bleed or +2 Str damage, weapon training (light blades +1)
--------------------
Statistics
--------------------
Str 14, Dex 20, Con 22, Int 8, Wis 12, Cha 10
Base Atk +13; CMB +15; CMD 31
Feats Cleave, Combat Reflexes, Dazzling Display, Dodge, Improved Critical (short sword), Improved Initiative, Improved Iron Will, Iron Will, Sea Legs[UC], Shatter Defenses, Shield Focus, Weapon Finesse, Weapon Focus (short sword), Weapon Specialization (short sword)
Traits acrobat, bloody-minded
Skills Acrobatics +25, Appraise +10, Bluff +11, Climb +4 (2 instead of -5 penalty when using the Climb skill to attempt an accelerated climb), Intimidate +20, Knowledge (local) +11, Perception +14, Profession (sailor) +20, Sense Motive +8, Stealth +14, Swim +14
Languages Common, Polyglot
SQ rogue talents (bleeding attack +6, crippling strike, defensive roll, finesse rogue), swinging reposition
Combat Gear mariner's eyepatch; Other Gear howling skull armor, +2 light steel shield, +1 returning throwing axe, +3 short sword, bag of holding iv, belt of mighty constitution +4, cloak of resistance +3, glove of storing, 150 gp
--------------------
Special Abilities
--------------------
Bleeding Attack +6 (Ex) Sneak attacks also deal 6 bleed damage/round.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Crippling Strike (Ex) Your sneak attacks do 2 points of Strength damage.
Dazzling Display (Short sword) Intimidate check to demoralize can affect those within 30' who see you.
Defensive Roll (1/day) (Ex) When reduced below 0 Hp by an attack, can attempt to halve dam with Reflex save.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Improved Iron Will (1/day) Can re-roll a Will save, but must take the second result.
Improved Uncanny Dodge (Lv >=15) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 15+.
Sneak Attack +6d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Swinging Reposition (Ex) Can move 5 feet as a free action after a charge or bull rush when masts and riggings are present.
Unflinching +3 (Ex) +3 save vs. fear and mind-affecting effects
Weapon Training (Blades, Light) +1 (Ex) +1 Attack, Damage, CMB, CMD with Light Blades
XP 9,600
Brineborn giant barbarian (breaker) 2 (Pathfinder RPG Advanced Player's Guide 78, Pathfinder RPG Bestiary 2)
CE Large humanoid (aquatic, giant)
Init +5; Senses low-light vision; Perception +16
--------------------
Defense
--------------------
AC 23, touch 12, flat-footed 18 (+5 Dex, +11 natural, -1 size, -2 untyped penalty)
hp 181 (14 HD; 12d8+2d12+114)
Fort +19, Ref +9, Will +12
Defensive Abilities rock catching, uncanny dodge
--------------------
Offense
--------------------
Speed 40 ft., swim 40 ft.
Melee gaff +19/+14/+9 (2d6+27) or
2 slams +14 (1d6+9)
Ranged dart +15 (1d6+12)
Space 10 ft.; Reach 10 ft.
Special Attacks destructive, rage (12 rounds/day), rage power (smasher[APG]), rock throwing (120 feet)
Spell-Like Abilities (CL 12th; concentration +15)
Constant—speak with animals
3/day—augury, bestow curse (DC 17), confusion (DC 17), contagion (DC 16), fog cloud, quench
--------------------
Statistics
--------------------
Str 35, Dex 21, Con 27, Int 12, Wis 19, Cha 16
Base Atk +11; CMB +21 (+23 sunder); CMD 37 (39 vs. sunder)
Feats Combat Reflexes, Improved Iron Will, Improved Sunder, Iron Will, Power Attack, Shrapnel Strike, Vital Strike
Skills Acrobatics +11 (+15 to jump), Climb +18, Intimidate +16, Perception +16, Sense Motive +7, Stealth +13 (+21 in swamps), Survival +13, Swim +20; Racial Modifiers +8 Stealth in swamps
Languages Boggard, Common, Giant
SQ amphibious
Other Gear dart, gaff
--------------------
Special Abilities
--------------------
Amphibious (Ex) You can survive indefinitely on land.
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Destructive (+1) (Ex) + 1/2 barbarian level to sunder damage.
Improved Iron Will (1/day) Can re-roll a Will save, but must take the second result.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Rage (12 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Rock Catching (Ex) You can catch rocks that are thrown at you with a successful Reflex save.
Rock Throwing (120 feet) (Ex) You can throw big rocks. They hurt.
Shrapnel Strike (DC 29) Smash nearby object to do 1d4+ hardness to 10-ft radius (Ref half).
Smasher (1/rage) (Ex) 1/rage, ignore the hardness of an unattended object.
Swimming (40 feet) You have a Swim speed.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Vital Strike Standard action: x2 weapon damage dice.
Great cyclops fighter 1 (Pathfinder RPG Bestiary 3 61)
CE Huge humanoid (giant)
Init +1; Senses low-light vision; Perception +22
--------------------
Defense
--------------------
AC 27, touch 9, flat-footed 26 (+5 armor, +1 Dex, +13 natural, -2 size)
hp 208 (18 HD; 17d8+1d10+127)
Fort +14, Ref +6, Will +14
--------------------
Offense
--------------------
Speed 60 ft. (40 ft. in armor)
Melee +1 greatclub +21/+16/+11 (3d8+32) or
gore +15 (1d8+10), 2 slams +15 (2d6+10)
Ranged rock +8 (2d6+19)
Space 15 ft.; Reach 15 ft.
Special Attacks powerful charge: gore (4d8+24), rock throwing (120 feet)
--------------------
Statistics
--------------------
Str 36, Dex 13, Con 25, Int 7, Wis 14, Cha 8
Base Atk +13; CMB +24 (+26 bull rush); CMD 39 (41 vs. bull rush)
Feats Awesome Blow, Cleave, Critical Focus, Deadly Finish[UC], Diehard, Endurance, Improved Bull Rush, Iron Will, Power Attack, Staggering Critical
Traits axe to grind, natural-born leader
Skills Acrobatics -1 (+3 to jump), Intimidate +3, Perception +22
Languages Common, Cyclops, Giant
SQ flash of brutality
Combat Gear potion of cure serious wounds (2); Other Gear +1 hide armor, +1 greatclub, 150 gp
--------------------
Special Abilities
--------------------
Awesome Blow As standard action, damage and move smaller foe 10 ft. +1d6 dam if collide with something.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Critical Focus +4 to confirm critical hits.
Deadly Finish Foes you knock out must make a Fort save or die
Diehard You are stable and can choose how to act when at negative Hp.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Flash of Brutality (1/day) (Su) Double all threat ranges for 1 rd. Recharge once when bellow 0 hp.
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Powerful Charge: Gore (4d8+24) (Ex) Your charge attacks deal additional damage.
Rock Throwing (120 feet) (Ex) You can throw big rocks. They hurt.
Staggering Critical (DC 23) Critical hit staggers target
XP 6,400
Human (Chelaxian) gunslinger (bolt ace) 7/ranger 3 (Pathfinder RPG Advanced Class Guide 94, Pathfinder RPG Ultimate Combat 9)
NE Medium humanoid (human)
Init +6; Senses Perception +13
--------------------
Defense
--------------------
AC 20, touch 16, flat-footed 14 (+4 armor, +4 Dex, +2 dodge)
hp 82 (10d10+23)
Fort +10, Ref +12, Will +3
Defensive Abilities nimble +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee sharpshooter's blade +13/+8 (1d6+3)
Ranged +1 human-bane heavy crossbow +15/+10 (1d10+5/17-20/×3 plus 2d6 vs. Human)
Special Attacks combat style (crossbow[APG]), deeds (dead shot, distracting shot, gunslinger initiative, gunslinger's dodge, pistol-whip, sharp shoot, shooter's resolve, targeting, vigilant loading), favored enemy (humans +2), grit (3)
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 14, Int 12, Wis 10, Cha 10
Base Atk +10; CMB +12; CMD 28
Feats Crossbow Mastery[APG], Deadly Aim, Endurance, Extra Grit[UC], Improved Critical (heavy crossbow), Point-Blank Shot, Precise Shot, Rapid Reload, Rapid Shot
Skills Acrobatics +12, Climb +17, Escape Artist +9, Knowledge (nature) +6, Perception +13 (only -1/20' while using a spyglass, instead of -1/10'), Ride +10, Sense Motive +5, Stealth +22, Survival +13, Swim +15
Languages Common, Polyglot
SQ crossbow maven, favored terrain (urban +2), track +1, wild empathy +3
Combat Gear potion of cure light wounds (2), antitoxin (2), deathblade (2); Other Gear +1 shadow studded leather, +1 human-bane heavy crossbow, sharpshooter's blade[APG], backpack, climber's kit, grappling hook, silk rope (50 ft.), spyglass
--------------------
Special Abilities
--------------------
Crossbow Mastery (Heavy crossbow) You can reload any crossbow as a free action. With your chosen crossbow type, this does not provoke attacks of opportunity.
Crossbow Maven A bolt ace is proficient with all crossbows instead of all firearms and begins play with a masterwork crossbow of her choice. This ability alters the gunslinger's weapon proficiencies and replaces gunsmith.
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deeds Use Grit to perform special abilities with your firearms.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. Favored Enemy (Humans) foes.
Favored Terrain (Urban +2) (Ex) +2 to rolls when in Favored Terrain (Urban).
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Nimble +2 +2 (Ex) +2 AC while wearing light or no armor.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Reload (Heavy crossbow) You can reload fast with one type of Crossbow or Firearm.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.
If I were to re-stat Giles now, I might make the last few levels Slayer (Sniper) rather than Ranger.

JohnHawkins |

JohnHawkins wrote:How many players you had? Aren't those a bit too difficult for the end of Book 1? I'd love to know how your group managed to survive.My builds for Scourge, Plug and Kipper.
I am using the commonplace gun's rules so guns can be used with martial proficiency and are fairly common
** spoiler omitted **...
Sorry for the huge delay in replaying , only just noticed this. I have 5 pc's there are several NPC's as well but IIRC the npc's did not help with this fight instead dealing with the other crewmembers loyal to plug.
I think they fought Kipper and then the other 2, but they handled it without too many problems quite a few summoned creatures died fighting but they were expendable