Seven Young Fists: Severed Ear

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Severed Ear

A young but weathered usagimimi with single hare ear, a stump of the second one, and a bunny tail.

CR 1/2; XP 200
Male usagimimi ranger 1
CG Medium Humanoid (usagimimi)
Init +3; Senses low-light vision; Perception +6

AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 11 (1d10+1)
Fort +3, Ref +5, Will +2

Speed 30 ft.
Melee handaxe +4 (1d6+3/×3)
Ranged mwk composite longbow +6 (1d8+3/×3)
Special Attacks favored enemy (humans +2)

Str 16, Dex 16, Con 13, Int 10, Wis 14, Cha 10
Base Atk +1; CMB +4; CMD 17
Feats Point-Blank Shot
Skills Craft (bows) +6, Handle Animal +4, Knowledge (geography) +4, Knowledge (nature) +4, Perception +6, Survival +6
Language Common, Sylvan
SQ creative craftsmanship, hare affinity, track +1, wild empathy +1

Notable Gear self-made mwk might +3 composite-longbow, mwk leather lamellar armor

Severed Ear is dour and broody for he lost his ear together with his family and friends, when corrupted warlord lead his army across the lands and village where he lived, third son to the highborn village overseer magistrate. He survived the initial attack by being absent, venturing for a hunt with a lowborn friend, though his friend perished when they hurriedly returned, alarmed by the rising column of smoke. Severed Ear himself almost died that night, earning many scars, including his name-sake one.

Saved by Anata, he joined the Seven Young Fists for vengeance and stayed to bring justice to the lands wrecked by corruption, bandits, and monsters.


Seven Young Fists: Anata

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A stocky youth with a pair of furry ears and a tail. He wears a worn armor, wields a big old blade, and carries a traveler's rucksack.

CR 1/2; XP 200
Male tanukimimi paladin 1
LG Medium Humanoid (kemonomimi)
Init +0; Senses low-light vision; Perception +0

AC 15, touch 10, flat-footed 15 (+5 armor)
hp 13 (1d10+3)
Fort +5, Ref +0, Will +2

Speed 20 ft. (30 ft. without armor)
Melee falchion +4 (2d4+4/18–20)
Ranged javelin +1 (1d6+3)
Special Attacks smite evil 1/day
Spell-Like Abilities (CL 1st; concentration +4)
At will—detect evil

Str 16, Dex 10, Con 16, Int 10, Wis 10, Cha 16
Base Atk +1; CMB +4; CMD 14
Feats Improved GrappleB, Improved Unarmed StrikeB, Inspire Tenacity
Skills Handle Animal +7, Heal +4, Profession (farmer) +4
Language Common, Sylvan
SQ aura of good, blunt brawler, surprising tenacity 2/day, tanuki affinity

Notable Gear falchion, horn lamellar armor

Anata is, in a sense the heart of the Seven Young Fists. A simple peasant born in masterless village, who stood up against bandits, defied a warmongering lordling's attempt to conscript him, and fought monsters with nothing but a pitchfork, never losing hope for justice and fairness. Ever cheerful and full of vitality, he expect the best in others and never gives less from himself. For all his valor and fairness, however, he remains a rural bumpkin, with poor grasp of manners, and little subtlety, often making some of his better-born companions cringe in shock and disbelief...


Seven Young Fists: Capricious Shadow

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Capricious Shadow

A handsome young man with cat's nose, dark-furred ears, and stripped bushy tail.

CR 1/2; XP 200
Male nekomimi archaeologist bard 1
CG Medium Humanoid (kemonomimi)
Init +3; Senses low-light vision; Perception +7

AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 9 (1d8+1)
Fort +1, Ref +5, Will +3

Speed 30 ft.
Melee rapier +0 (1d6/18–20)
Ranged shortbow +3 (1d6/×3)
Bard Spells (CL 1st; concentration +4)
1st (2/day)—cure light wounds, ear-piercing scream (DC 14)
0 (at will)—detect magic, mage hand, prestidigitation

Str 10, Dex 16, Con 12, Int 14, Wis 13, Cha 16
Base Atk +0; CMB +0; CMD 13
Feats Lingering Perfomance
Skills Acrobatics +7, Bluff +7, Climb +6, Knowledge (any) +3, Perception +7, Sense Motive +5, Sleight Of Hand +7, Stealth +7, Use Magic Device +7
Language Catfolk, Common, Sylvan, Vanara
SQ archeologist luck 7 rounds/day (+1 to attack rolls, saving throws, skill checks, weapon damage), bardic knowledge +1, cat affinity, fortune's favored

Notable Gear several outfits for different formal occasions, leather armor

Capricious Shadow is flamboyant, insolent, blaze, distant, and unpredictable, as fitting his nekomimi heritage. Of all the Seven Young Fists, he is the most likely to take unsavory actions if he deems such necessary. Before joining the group, he was a thief—stealing more for the thrill than gain, gambling with the fortune over his livelihood and life, often picking corrupted magistrates and cruel aristocrats as his marks, although as he claims himself, there was no virtue in that, as there is little profit in stealing from the poor.

While he claims to be a villain himself, occasionally mocks matters such as honor or courage, and would not admit it, he is loyal to his companions and has a sense of honor that leads him to aid weak and downtrodden, preferably without their knowledge.


Seven Young Fists: Resplendent Grace

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Resplendent Grace

A slender woman with fox ears and a bushy tail. She wear the finest clothing fitting a royal court.

CR 1/2; XP 200
Female kitsunemimi investigator 1
NG Medium Humanoid (kemonomimi)
Init +3; Senses low-light vision; Perception +10

AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 8 (1d8)
Fort +0, Ref +5, Will +4

Speed 30 ft.
Melee sword cane +0 (1d6)
Ranged hand crossbow +3 (1d4/19–20)

Str 10, Dex 16, Con 10, Int 16, Wis 14, Cha 14
Base Atk +0; CMB +0; CMD 13
Feats Alertness
Skills Appraise +7, Bluff +6, Diplomacy +6, Knowledge (local) +7, Knowledge (nobility) +7, Linguistics +7, Perception +10, Sense Motive +10, Spellcraft +7, Use Magic Device +6
Language Catfolk, Celestial, Common, Sylvan, Tengu, Vanara
SQ alchemy, fox affinity, inspiration (3/day, 1d6), patient planner, trapfinding +1

Notable Gear several outfits for different formal occasions, studded leather armor

Resplendent Grace was an apprenticed to an assistant of a minor magistrate in a provincial city where she personally witnessed corruption of the civil administration and their consorting with criminals, rich, and powerful, to the detriment of the common people. It broke her faith in the law and the system and took her to the brink of corruption.

When the master Sour Wit was passing through the city with his students, the magistrate clique attempted to exhort a bribe from the vanara sifu, under the pretense of a licensing fee for an unathorized teaching of restricted techniques. This encounter opened Resplendant Grace's eyes to their vileness and she helped the old master and his young students outwit the greedy magistrates and use a number of legal loopholes to expose their corruption to the local governor.

She was reward with public commendation... And reassignment far away to avoid uncovering more dirt that would embarrass the governor further. She promptly resigned and joined the master Sour Wit and the slowly forming Seven Young Fists.


Seven Young Fists: Fire Within

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Fire Within

A tall, muscular woman in her early twenties, with a pair of protruding ears and a bushy tail. Her skin is bronze with an occasional patches of yellow and black.

CR 1/2; XP 200
Female inumimi elementalist shifter 1
NG Medium Humanoid (kemonomimi)
Init +2; Senses low-light vision; Perception +6

AC 19, touch 12, flat-footed 17 (+5 armor, +2 Dex, +2 shield)
hp 12 (1d10+2)
Fort +4, Ref +4, Will +2

Speed 20 ft. (30 ft. without armor)
Melee scimitar +4 (1d6+3/18–20)
Ranged mighty composite longbow +4 (1d8+3/×3)
Special Attacks elemental aspect (6 min/day, fire), elemental strike (1d6 fire), oni hunter

Str 17, Dex 14, Con 14, Int 10, Wis 14, Cha 11
Base Atk +1; CMB +4; CMD 16
Feats Extended Aspects
Skills Acrobatics +2*, Climb +3*, Perception +6, Survival +8, Swim +3* (includes –4 ACP)
Language Common, Druidic, Gnoll, Sylvan
SQ branded by the kami, elemental speech

Notable Gear courtier's outfit for formal occasions, lamellar armor (horn), large wooden shield, masterwork might (+3) composite longbow, scimitar (dao)

Branded By The Kami (Ex) Fire Within gains +2 bonus to Charisma-based ability and skill checks when interacting with kami.

Oni Hunter (Ex) Fire Within gains +1 racial bonus to attack rolls and weapon damage rolls against oni. When she successfully confirms a critical hit on an oni, the creature's regeneration is suppressed for 1 round.

The third of the Seven Young Fists, is Fire Within, a martial-spirited inumimi maiden channeling the power of fire spirits to battle Evil wherever she goes. She is courageous, insist on defending people who she views as weaker than her from aggression, deeply compassionate, and yet, quite willing to strike down evildoers.

Fire Within lived in a secluded village as a child, where everyone expected her to become apprentice of a local shaman, but when it came to her coming of age ceremony, her valor, her willingness to protect other children, and her penchant to responding with violence to violence and using strength to solve problems marked her as favored of fire spirits, and convinced the village elders to send her away to serve as wandering defender instead. Soon after, she met master Sour Wit, and befriended his pupils and wards, joining future rag-tag band of virtuous champions of the people, later known as the Seven Young Fists.


Monster: Flesh-eating Horse

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Flesh-Eating Horse

A powerfully build horse with bloodied fangs.

CR 7
; XP 3,200
N Large Magical Beast
Init +4; Senses darkvision 60 ft., low-light vision, scent; Perception +10


AC 20, touch 14, flat-footed 15 (+4 Dex, +1 dodge, +6 natural, –1 size)
hp 85 (10d10+30)
Fort +6, Ref +11, Will +9

Speed 60 ft.
Melee bite +13 (2d4+4), 2 hooves +12 (1d6+2)

Str 18, Dex 18, Con 16, Int 2, Wis 17, Cha 13
Base Atk +10; CMB +15; CMD 30 (34 vs. trip)
Feats Dodge, Furious Focus, Multiattack, Power Attack, Weapon Focus (hooves)
Skills Acrobatics +9 (+21 jumping), Perception +10, Sense Motive +10
SQ bestial cunning, gruesome diet

Environment warm plains and hills
Organization solitary, pair, or herd (3—10)
Treasure incidental

Special Abilities

Bestial Cunning (Ex) Flesh-eating horses are cunning beasts that are adept at reading emotions of others and treat Sense Motive as a class skill.

Gruesome Diet (Ex) After a feast of a few handfuls of a humanoid meat, a flesh-eating horse can run for hours, ignoring a total of 1 point of damage from hustle and forced march per pound of humanoid flesh eaten.

Flesh-eating horses are magnificent but rare destriers, often considered to be a gift from gods (or fiends). They are excellent fighting mounts but they can be very dangerous to a careless or injured rider who cannot dominate them into submission as they will turn on their owner at the first hint of weakness.

Legendary Mares Of Diomeded (CR 8/MR 3) are flesh-eating horses with mythic subtype, AC 24, 115 hit pointsDR 5/epic, and Str 20. They have bite +14 (1d8+5) and 2 hooves +14 (1d6+2) attacks, mythic Dodge and Weapon Focus feats. They also have following special abilities: mythic power (3/day, surge 1d6), burst through, breath weapon (3/day, 15-ft. cone of fire dealing 10d6 points of fire damage or half on a successful Reflex saving throw, DC 18), feral savagery (full attack—bite), and resistance 30 to fire.


Monster: Kerkops

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This monkey-looking man has green skin covered in blue hair and a prehensile tail.

CR 4/MR 2
; XP 1,200
CG Medium Fey (mythic)
Init +5; Senses low-light vision; Perception +12


AC 17, touch 15, flat-footed 12 (+5 Dex, +2 natural)
hp 43 (7d6+19)
Fort +3, Ref +10, Will +5
Defensive Abilities innocuous laughter; DR 5/cold iron and epic
Weakness vulnerable to bonds

Speed 30 ft.
Melee poking stick +8 (1d4 nonlethal)
Special Attacks crime spree, mythic power (4/day, surge +1d6), sneak attack +3d6, swift steal
Spell-Like Abilities (CL 7th, concentration +10)
At Will—dancing lights, daze (DC 14), prestidigitation

Str 10, Dex 20, Con 12, Int 13, Wis 15, Cha 17
Base Atk +3; CMB +8 (+10 steal); CMD 18 (20 vs. steal)
Feats Agile Maneuvers, Dirty Fighting, Extra Mythic PowerM, Improved Steal, Weapon Finesse
Skills Acrobatics +15, Bluff +13, Climb +10, Perception +12, Sense Motive +12, Sleight Of Hand +15, Stealth +15
Languages Common, Sylvan, Vanara

Environment temperate and warm forests and hills
Organization solitary or pair
Treasure standard (trinkets stolen from their victims)

Special Abilities

Innocuous Laughter (Su) A laughing kerkops can spend a mythic surge as a free action, forcing all sapient creatures that hear the laughter to make a Will saving throw (DC 16). Creatures that fail their save stop being hostile toward kerkops present for one round (and not treating the kerkops as an enemy for purpose of effects and attacks of opportunity) giving the kerkops the time to explain reasons for their laughter. If the kerkops provides reason that the affected creature finds genuinely amusing, the creature's attitude improves by two steps (until further changed by kerkops actions). The laughter is a mind-affecting sonic charm effect. Providing explanation for the laughter is language-dependent but the cessation of the hostility is not. The saving throw DC is Charisma-based.

Poking Stick A kerkops use elastic rod that inflicts nonlethal damage.

Swift Steal (Su) A kerkops can spend a mythic surge as a swift action to move up to its speed without provoking attacks of opportunity and attempt a single steal maneuver or Sleight Of Hand skill check at any point along the move.

Vulnerable To Bonds (Su) A captured and bound kerkops cannot free itself, it has to be released by the captor or another creature if left unattended by the captor.

Kerkopes (pl.) are mischievous but mostly harmless monkey-spirits that love to play tricks on other beings. They occasionally steal valuable or interesting items to hide them around the region they haunt. They are known to find many mundane things hilarious and their simple minded glee is often contagious, spreading to witnesses of their jests.