2020-05-31

Fantasy Monster: Biersal Gremlin

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Gremlin, Biersal

A little ugly hairy figure with wide ear, long nose, and even longer tongue. It keeps a crooked pipe in its teeth.


CR 1/2; XP 200
CN Tiny Fey
Init +1; Senses low-light vision, scent; Perception +6

Defense
AC 13, touch 13, flat-footed 12 (+1 Dex, +2 size)
hp 10 (3d6)
Fort +1; Ref +4; Will +3
Defensive Abilities dodge drunks, evasion

Offense
Speed 30 ft., climb 30 ft., swim 30 ft.
Melee 2 claws +4 (1d3–2) and bite +4 (1d3–2)
Ranged thrown mug +4 (1d3–2 plus dazzle)
Space 2-1/2 ft.; Reach 0 ft.
Spell-Like Abilities (CL 3rd, concentration +4)
At Will—mending, potent liquor, prestidigitation

Statistics
Str 6, Dex 12, Con 10, Int 11, Wis 11, Cha 13
Base Atk +1; CMB +0; CMD 8
Feats Skill Focus (Profession [brewer]), Weapon Finesse
Skills Climb +6, Escape Artist +7, Knowledge (local) +6, Perception +6, Profession (brewer) +9, Sleight Of Hand +7, Stealth +15, Swim +6
Language Common, Undercommon, Sylvan
SQ brewer

Ecology
Environment urban (breweries, alehouses, inns)
Organization solitary, 
Treasure standard

Special Abilities

Brewer (Ex) A biersal treats Profession (brewer) as a class skill.

Dodge Drunks (Ex) All the attacks of opportunity made by drunk creatures against a biersal have 50% miss chance. The biersal can attempt a dirty trick, disarm, reposition, or trip combat maneuver with a +4 bonus as a free action against a creature that missed an attack of opportunity aginst it.

Throw Mug (Ex) A biersal is expert at throwing mugs and cups efficiently, treating them as thrown weapons with 20 ft. range increment. If the thrown container is filled with a liquid, the creature hit is dazzled for 1d4 rounds.


Biersals are little, capricious fey that infest breweries, alehouses, inns, and other places that produce and keep ales and beers. Usually, they can be placated by offerings of drink and food, making them somewhat productive, cleaning the vessels, mugs, and bottles at night, and occasionally overseeing brewing, though they are unreliable at best, as they are easily bored and eager to sample the wares when no one is looking.


New Spell: Potent Liquor
School Transmutation [water]; Level bard 0, cleric 0, druid 0, sorcerer/wizard 0, witch 0
Casting Time 1 standard action
Components V or S
Range close
Target one alcoholic drink or one non-alcoholic drink
Duration 1 minute
Saving Throw Will negates (object); Spell Resistance yes (object)
You can double or negate potency of a single alcoholic drink, making it count as one, two , or zero doses of alcohol. When cast on a non-alcoholic drink, it makes it smell and taste like an alcoholic drink of your choice. You might make such non-alcoholic to affect you (and only you) as a single dose of alcohol.


2020-05-24

Fantasy NPC: Darrokh The Finder

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Darrokh The Finder

A ripped, tattooed man with a strongly outlined jaw, wearing a lamellar leather armor adorned with some cords and bones. His nose was clearly broken, many times.

CR 2; 600 XP
Male half-orc brawler 3
N Medium Humanoid (human, orc)
Init +2; Senses darkvision 60 ft.Perception +7

Defense
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 27 (3d10+6)
Fort +6, Ref +6, Will +4

Offense
Speed 30 ft.
Melee unarmed strike +6 (1d6+3) or unarmed strike +4/+4 (1d6+3)
Ranged thrown knife +4 (1d4+3/19—20/×2)
Special Attacks brawler's flurry, maneuver training 1 (grapple), martial flexibility (4/day)

Statistics
Str 17, Dex 14, Con 14, Int 10, Wis 13, Cha 10
Base Atk +3; CMB +6 (+9 grapple); CMD 18 (20 vs. grapple)
Feats Danger Sense, Improved Grapple, Improved Unarmed Strike, Psychic Finding
Skills Intimidate +8, Knowledge (local) +8, Perception +7, Sense Motive +7

Language Common, Orc
SQ city-raised, sacred tattoo

Notable Gear  a stash of potions of cure light wounds and potions of magic fang


Darrokh The Finder is a half-orc with a peculiar talent that helps him find lost objects and lost people. Or objects that were stolen, people that don't want to be found. He earns his living doing so, even if it means facing angry folks and disgruntled clients.

Feat: Danger Sense
You just know when the things are going south.
Benefit: You can take a move action as an immediate action when the initiative is rolled. You aren't flat-footed because you haven't acted in combat yet, though you may suffer flat-footed condition from other sources.

Feat: Psychic Finding
People and things leave traces that you can sense, though you are not sure how.
Benefit: You can concentrate on a specific description for a minute to sense if a creature or an that matches it was within 30 feet of the place where you focus in the last 24 hours. Only qualities that you could actually perceive count for such description, and the more detailed description the lesser chance of false positives. If the sought target or the place checked is protected from divination effects, the feat returns negative reading. You can use the highest of your Intelligence, Wisdom, or Charisma modifiers to maintain concentration when distracted, or you can use a concentration total granted by another class or ability.


2020-05-17

Fantasy Monster: Garden Hag

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Hag, Garden

This ugly little lady has sickle-like claws and wears.


CR 4; XP 1,200
NE Small Monstrous Humanoid
Init +8; Senses darkvision 60 ft., scent; Perception +11

Defense
AC 17, touch 15, flat-footed 13 (+4 Dex, +2 natural, +1 size)
hp 39 (6d10+6)
Fort +3; Ref +9; Will +7

Offense
Speed 30 ft.
Melee 2 claws +7 (1d6) and bite +7 (1d4)
Special Attacks lashing vines
Spell-Like Abilities (CL 6th, concentration +7)
At Will—detect animals or plants (plants only), diminish plants, goodberry

Statistics
Str 10, Dex 18, Con 12, Int 15, Wis 15, Cha 15
Base Atk +6; CMB +5; CMD 19
Feats Diehard, Endurance, Improved Initiative
Skills Craft (alchemy) +8, Heal +8, Knowledge (nature) +8, Perception +11, Profession (herbalist) +8, Stealth +17
SQ change shape (alter self; Small halfling, gnome, or little person), garden

Ecology
Environment forest, hills
Organization solitary, coven (3)
Treasure standard (magic fruits acting like potions and valuable plants)

Special Abilities

Garden (Su) A garden hag has a link to a patch of land not exceeding area of 100 10-ft. squares that she takes care of and cultivates, fertilizing it with blood, flesh, and bones, of animals and humanoids whenever she can. A garden hag requires at least a month of gardening to create a new garden if she is forced to leave her old one, or when it is destroyed. Multiple garden hags can merge their gardens together, expanding their area, though they often quarrel about their shared garden's development. While within confines of her garden, a garden hag can move through the vegetation without hindrance, and it cannot be magically used against her. She can take a standard action to step into any plant large enough to contain her (even superficially like a Small bush) and emerge from another plant of that size or larger within the boundaries of the garden. A garden hag can take a standard action to learn single piece of information regarding her garden that could be revealed by commune with nature spell. Additionally, each garden hag can grow magical fruits that act like potions within her garden as if she was using Brew Potion feat, though instead of providing spells herself, she has to use remains of a spellcaster with access to desired spell or a creature with desired spell-like ability as a fertilizer for the fruit-bearing plant.

Lashing Vines (Su) A garden hag can cause plants within 60 feet to animate lashing at her enemies. She can use this ability to strike at one to four enemies, dealing 4d6 points of damage against single target, 2d6 points of damage each against two targets, or 1d6 points of damage against each of three or four targets, and entangling the victim for 1d4+1 rounds. A successful Reflex saving throw (DC 15) prevents the damage and entanglement. The saving throw DC is Charisma-based.


Garden hags are little hags with a strong affinity for plants and nature. They show surprising affection for their gardens, though they are cruel and malicious toward everyone and everything else, considering living things to be fertilizer to be used for their beautiful gardens. They occasionally enslave weakest fey and other creatures smaller than themselves, keeping them as tenders and helpers as long as they remain helpful and obedient. Those that outlive their usefulness end in the compost heaps.

A coven of garden hags can grow twisted leshys and other plant creatures in their gardens.

Orchard Hags (CR 7) are more powerful, Large variety of garden hags with AC 21, 10 HD, 85 hp, Fort +6, Ref +11, Will +11, Str 18, Dex 14, Con 16. Atk 2 claws +13 (2d6+4), bite +13 (1d8+4). Their lashing vines deal double damage and have saving throw DC of 17. They lack change shape ability but can take form of trees as if using tree shape spell as a supernatural ability. They can make their favored trees and bushes grow branches that will act as wands as if using Craft Wand item creation feat, again providing requisite spells by fertilizing them with remains of creatures capable of casting them. Their orchard-gardens have area of 100 100-ft squares and are primarily composed of trees and bushes. They are very tall and thin, with bark-like skin and green hair that resemble willow branches.


2020-05-10

Fantasy Monster: Arc-Swarm

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Arc-Swarm

A cloud of amber shards flies through the air, electricity crackling around it.


CR 8; XP 4,800
N Fine Construct (swarm)
Init +0; Senses darkvision 60 ft., blindsense 120 ft. (energy); Perception +0

Defense
AC 18, touch 18, flat-footed 18 (+8 size)
hp 88 (16d10)
Fort +5; Ref +5; Will +5
Immune electricity, swarm traits, weapon damage

Offense
Speed fly 60 ft. (perfect)
Melee swarm (4d6)
Space 10 ft.; Reach 0 ft.
Special Attacks arcing charge (DC 18), building charge, distraction (DC 18)

Statistics
Str 1, Dex 10, Con —, Int —, Wis 11, Cha 1
Base Atk +16; CMB —; CMD —
Skills Fly +16

Ecology
Environment ruins, underground
Organization solitary, battery (2–8)
Treasure standard (amber shards and dust)

Special Abilities

Arcing Charge (Su) At the beginning of its turn, or when it is destroyed, arc-swarm releases the accumulated charges in a wild display of electricity, dealing 1d6 points of electric damage per charge consumed (2d6 per charge when destroyed) to all creatures within 40 feet spread. A successful Reflex saving throw (DC 18) halves the damage. In cold or colder environments, or if the arc-swarm was dealt cold damage within the last round the range of arcing charge extends to 60 feet. In hot or hotter environments, or if the arc-swarm was dealt fire damage within the last round, arcing charge deals 1d8 damage per charge consumed (2d8 per charge when destroyed). The saving throw DC is Constitution-based.

Building Charge (Su) An arc-swarm gains one charge for each creature it damages with its swarm-attack. It also gains a charge whenever it would be dealt electric damage or suffers any acid damage. When exposed to dust-storms, sandstorms, or rainstorms, or extreme winds, an arc-swarm gains 1d4–1 charges at the end of its turn.


Arc-swarms are formed out of amber shards imbued with the power of lightning. They are mindless but easily attracted to electricity, metal, movement, friction, and sources of energy, and are quickly agitated into drawing and discharging energy all around. They are especially dangerous in groups when their arcing charges chain-build charge in each other.


2020-05-08

Fantasy NPC: Sir Krr'k Of The Crossriver Marshes

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Sir Krr'k Of The Crossriver Marshes

A chain-shirt clad frogfolk with a colorful cape and a scimitar.

CR 5; 1,800 XP
Female grippli swashbuckler 6
CG Small Humanoid (grippli)
Init +4 or +6 with 1+ panache; Senses darkvision 60 ft.Perception +10

Defense
AC 21, touch 17, flat-footed 15 (+4 armor, +4 Dex, +2 dodge, +1 size)
hp 37 (6d10)
Fort +3, Ref +10, Will +4
Defensive Abilities charmed life (3/day), dodging panache, opportune parry and riposte, kip-up

Offense
Speed 30 ft., climb 20 ft.
Melee scimitar +14/+9 (1d4+8 or 1d4+14 with 1+ panache/18–20/×2)
Ranged hunting darts +11 (1d3)
Special Attacks deering-do (1d6, +3 grippli favored class bonus), menacing swordplay, panache pool (2), precise strike (+6), swashbuckler initiative +2, swashbuckler finesse, swashbuckler weapon training 1

Statistics
Str 10, Dex 18, Con 10, Int 10, Wis 12, Cha 14
Base Atk +6; CMB +5; CMD 20
Feats Dodge, Slashing Grace, Weapon Focus (scimitar), Weapon Specialization (scimitar)
Skills Acrobatics +13, Climb +8, Perception +10, Perform (dance) +8, Perform (sing) +8, Swim +9

Language Common, Grippli
SQ jumper (always count as having running start for jumping), swamp stride

Notable Gear +1 scimitar, cloak of resistance +1


When Mrra-T'loq declared herself the first princess of the Crossriver Marshes, her friend and broodmate Krr'k became an early (if somewhat confused) enthusiast of the whole concept of princes, princesses, and chivalry, and asked the self-proclaimed princess to name her her knight. Where she acquired her gear is a mystery to all, but she found herself in the role of the champion very well. Well, at least when it comes to daring championing. Nuances of courtly etiquette and other aspects of chivalry seem to evade her for now.


2020-05-07

Fantasy NPC: The Most Humble Sir Pyx And The Faithful Squire

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The Most Humble Sir Pyx And The Faithful Squire

A massive, colorful figure with a powerful maw, clawed toes, a pair of feathered wings. Despite its inhuman appearance it carries a spear and wears a well-polished breastplate. adorned with a strange crest.

CR 8; 4,800 XP
Genderless bipedal eidolon
NG Large Outsider
Init +2; Senses darkvision 60 ft.Perception +10

Defense
AC 30, touch 11, flat-footed 28 (+7 armor, +2 Dex, +12 natural, –1 size)
hp 73 (7d10+35)
Fort +10, Ref +4, Will +5; +4 morale to saves against Enchantment effects
Defensive Abilities evasion

Offense
Speed 20 ft., fly 20 ft. (average)
Melee Spear +15/+8 (2d6+13), bite +12 (1d8+4), 2 claws +12 (1d6+4), and 2 wing buffets +12 (1d6+4)
Space 10 ft.; Reach 10 ft.

Statistics
Str 27, Dex 15, Con 20, Int 7, Wis 10, Cha 11
Base Atk +7; CMB +16; CMD 27
Feats Armor Proficiency (light, medium), Multiattack, Power Attack, Simple Weapon Proficiency
Skills Diplomacy +10, Fly +11, Knowledege (nobility) +8, Perception +10

Language Common, Halfling, Duk
Evolutions ability increase (Constitution), ability increase (Dexterity), bite, claws (on legs), flight, increased natural armor, large, limbs (arms), limbs (legs), wing buffet

Gear +1 large spear, +1 large breastplate


The Most Humble Sir Pyx was raised into knighthood after saving princess Errana from hands of a bandit baron who wished to forcibly marry into the royal family of Duk-Arrath. That honor was denied to the serving boy who helped in the rescue, despite the apparent servant being in reality a halfling summoner to whom Sir Pyx is bound—though everyone involved mistook sir Pyx for a some sort of celestial being, a giant-blooded aasimar perhaps.

As for now, no one knows that the heroic knight is really a bonded being, while the clearly faithful and good-natured, though mouthy and occasionally mischievous squire is the one who anchors the champion to the mortal world.

Applecore, The Faithful Squire. Female halfling summoner 9. Init +4, AC 15 (flat 11, touch 15), Atk sling +11 (1d3–1) or dagger +6 (1d3–1); 60 hpFort +8, Ref +11, Will +12, Atk Str 8, Dex 18, Con 12, Int 13Wis 14Cha 18CMB +4, CMD 18. Feats Acrobatic Step, Extra Evolution (×2), Improved Initiative, Nimble Moves; Skills Bluff +13, Fly +10, Knowledge (arcana) +5, Knowledge (planes) +5, Perception +7, Sleight Of Hand +7, Stealth +15. Spells 0th—detect magic, guidance, light, mage hand, prestidigitation, resistance; 1st (6/day)—enlarge person, lesser rejuvenate eidolon, mage armor, shield, reduce person; 2nd (5/day)—barkskin, bull's strength, haste, invisibility; 3rd (4/day)—dispel magic, fly, greater magic fang, heroism. Notable Gear cloak of resistance +3, headband of charisma +2.


2020-05-06

Fantasy NPC: Dame Zethala Virix

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Dame Zethala Virix

A stern-looking woman with blue-tinted skin, grey hair, and disturbing purplish eyes.

CR 9; 6,400 XP
Female drow-blooded half-elf slayer 10
LE Medium Humanoid (elf, human)
Init +4; Senses darkvision 60 ft.Perception +16

Defense
AC 25, touch 14, flat-footed 21 (+7 armor, +4 Dex, +4 shield)
hp 79 (10d10+20)
Fort +11, Ref +13, Will +6; +2 to saves against Enchantment effects
Immune magic sleep
Weakness light blindness

Offense
Speed 20 ft.
Melee longsword +16/+11 (1d8+6/19–20/×2) or spiked shield +16/+11 (1d6+6) or longsword +14/+9 and spiked shield +14/+9
Ranged mwk composite longbow +15/+10 (1d8+4/×3)
Special Attacks sneak attack +3d6, studied target 3
Spell-Like Abilities (CL 10th, concentration +11)
Constant—detect magic
At Will—dancing lights, deeper darkness, faerie fire, feather fall, levitate

Statistics
Str 18, Dex 18, Con 14, Int 10, Wis 12, Cha 13
Base Atk +10; CMB +14; CMD 28
Feats Bashing Finish, Drow Nobility, Double Slice, Greater Drow Nobility, Improved Drow Nobility, Improved Shield Bash, Improved Two-Weapon Fighting, Shield Master, Two-Weapon Fighting
Skills Acrobatics +17, Climb +9, Knowledge (dungeoneering) +13, Knowledge (nobility) +10, Linguistics +4, Perception +16, Sense Motive +14, Survival +14, Swim +9

Language Abyssal, Aklo, Common, Duc, Elven, Infernal
SQ slayer talents (combat trick, hard to fool, 3 × ranger's style), stalker, track

Gear +1 mithril breastplate, +2 large spiked shield, +2 longsword, cloak of resistance +2belt of physical might +2 (Str, Dex)


Dame Zethala Virix sprang out of an unexpected fling between a landed knight and a drow exile. Some time after the short affair, her father found the resulting offspring left at his manor. Raised by a stern and a distant father, she followed in his footsteps, mastering arts of war herself, though she also slowly discovered that her dark heritage is of no mere commoner either.

Zethala detests chaos and is willing to take the most ruthless steps to eradicate it, though sometimes, deep inside her heart she wonders if it is her lineage that pulls her toward excess violence, or if it is her own overreaction to her blood that drives her against chaos... Those moments are rare and she always chastises herself, confident in the path she follows. Or so she tells herself.


2020-05-05

Fantasy NPC: Sir Rrath The Grumpy, Guardian Of The Silent Dale

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Sir Rrath The Grumpy

A squat, badger-headed warrior, wearing brown and green cloak while wielding a mighty axe.

CR 7; 3,200 XP
Male therigens guide ranger 8
LN Medium Fey
Init +2; Senses low-light visionPerception +14

Defense
AC 20, touch 12, flat-footed 18 (+7 armor, +2 Dex, +1 natural)
hp 72 (8d10+24)
Fort +11, Ref +10, Will +7

Offense
Speed 20 ft.
Melee greataxe +14/+9 (1d12+7/×3) and bite +7 (1d4+2) or bite +12 (1d4+4)
Ranged javelin +10 (1d6+4)
Special Attacks ranger's focus +4 (3/day)
Ranger Spells (CL 5th, concentration +8)
2nd—barkskin, perceive cues
1st—entangle (DC 14), returning weapon

Statistics
Str 18, Dex 14, Con 16, Int 8, Wis 16, Cha 8
Base Atk +8; CMB +12; CMD 24
Feats Diehard, Endurance, Furious Focus, Power Attack, Shield Of Swings, Therigen Elder, Weapon Focus (greataxe)
Skills Climb +7 (+11 without armor), Heal +14, Knowledge (nature) +10, Knowledge (local) +7, Perception +14, Survival +14, Swim +7 (+11 without armor)

Language Common, Sylvan
SQ animalistic spirit (can be affected with animal-affecting harmless spells) combat style (two-handed), favored terrain (forest +4, mountains +2), local respect, native land (forest, +2 Survival and Stealth), swift tracker, terrain bond, wild empathy +7, woodland stride

Gear +1 chainmail, +1 greataxe, cloak of resistance +2, belt of strength +2, wand of cure light wounds (20 charges)

Local Respect (Ex) Because of his reputation, sir Rrath gains +4 bonus to Charisma-based checks when dealing with long-term denizens of The Silent Dale. He can also easily count on local support, being provided with some minor potions, having healing wand replaced when needed, and being informed of suspicious events and activities.



Sir Rrath The Grumpy never asked for the function and responsibility given to him by the denizens of the Silent Dale. To his never-ending dissatisfaction, the neighboring therigens named him the most reliable and respected dweller of the vale, and asked him to be their peacekeeper, mediator, and a sheriff. Well, not so much asked, for they knew he would refuse, they simply named him so, and started behaving as if he always had this function, ignoring his protests. His might grumble and complain about it, but he does keep peace, dealing with strangers, beasts, intruders, and trouble makers.

Sir Rrath tends to be gruff, blunt, and impatient, but he is also just and has hidden streak of compassion, which he tries to hide. He is easily provoked by obvious malice or when careless greed hurts innocents.


2020-05-04

Fantasy NPC: Sir Geleth The Red

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Sir Geleth The Red

A stout, dark-haired man wearing suit of red-enameled armor.

CR 6; 2,400 XP
Male human fighter 7
CE Medium Humanoid (human)
Init +3; Senses standardPerception +7

Defense
AC 27, touch 13, flat-footed 24 (+10 armor, +3 Dex, +4 shield)
hp 57 (7d10+14)
Fort +8, Ref +6, Will +5; +2 bonus against fear

Offense
Speed 30 ft.
Melee longsword +13/+8 (1d8+7/19–20/×2)
Ranged mwk composite longbow +11/+6 (1d8+3/×3)
Special Attacks weapon training 1 (heavy blades)

Statistics
Str 16, Dex 16, Con 14, Int 13, Wis 10, Cha 10
Base Atk +7; CMB +10; CMD 23
Feats Dirty Fighting, Familiar Bond, Improved Familiar (quasit), Iron Will, Power Attack, Shield Focus, Skill Focus (Bluff), Weapon Focus (longsword), Weapon Specialization (longsword)
Skills Bluff +10, Intimidate +10, Knowledge (nobility) +8, Perception +7, Sense Motive +7

Language Abyssal, Common, Duc

Gear +1 full plate, +1 large shield, +1 longsword, cloak of resistance +1


A knightly path is one of honor, courage, justice, and mercy. Sir Geleth pays only a lip service to those ideals, however. Deeply within his heart he sneers at those—he knowingly and consciously will do whatever he can to survive, win, and thrive. He maintains facade of respectable knight, though, keeping his underhanded activities hidden, often relying on his unseen demonic companion to spy on and poison his competitors, enemies, and victims.


Bonelicker, a cunning and cruel quasit familiar. Init +6, AC 16 (flat 14, touch 14), 28 hpFort +5, Ref +5, Will +4, Atk 2 claws +11 (1d3–1 plus poison), bite +11 (1d4–1), Str 8, Dex 14, Con 11, Int 11Wis 12Cha 11, CMB +4, CMD 16. Skills Bluff +10, Fly +20, Intimidate +10, Knowledge (planes) +6, Perception +11, Stealth +16. Special Abilities change shape (bat, wolf), poison (DC 15, 1/round for 6 rounds, 1d2 Dex, 2 saves), Spell-like Abilities (CL 6th, concentration +6) at will—detect good, detect magic, invisibility; 1/day—cause fear (30-ft. radius, DC 13), 1/week—commune (six questions)

Bonelicker origins, as far as his memory can reach, began as a mote of abyssal energy that settled within a body of a pet bat belonging to particularly ruthless and cruel boy. As the boy grew, so did the malicious spirit, slowly evolving into a fully-fledged quasit. Their partnership is happy and fruitful, coming as close to a true friendship as it is remotely possible for an unholy embodiment of evil and chaos.


2020-05-03

Fantasy NPC: Sir Veyslav Of Meeshevo

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Sir Veyslav Of Meeshevo

A tall and handsome young man in a polished suit of full plate armor, sits on a splendid warsteed. The knight's blond hair are waving on the wind.

CR 4; 1,200 XP
Male human gendarme cavalier 5 (order of the sword)
LG Medium Humanoid (human)
Init +1; Senses standardPerception +0
Aura banner (60 ft., allies, +2 morale bonus to saves against fear, +1 morale bonus to attack rolls on charges)

Defense
AC 24, touch 11, flat-footed 24 (+10 armor, +1 Dex, +3 shield)
hp 42 (5d10+10)
Fort +6, Ref +2, Will +3; +2 morale bonus to Will saves as long as remain LG

Offense
Speed 20 ft. (30 ft. without armor)
Melee lance +10 (1d8+5 plus 1d6 nonlethal/×3) or sword +9 (1d8+4, 19–20/×2)
Melee (mounted charge, power attack) lance +14 (1d8+9, ×3 or ×5 on critical hit, plus 1d6 nonlethal)
Special Attacks cavalier's charge (mounted charge grants +4 bonus, no AC penalty), challenge (2/day, +5 damage, +2 morale bonus to attack rolls if mounted, –2 AC against other enemies)

Statistics
Str 18, Dex 13, Con 14, Int 10, Wis 10, Cha 14
Base Atk +5; CMB +9; CMD 20
Feats Furious Focus, Iron Will, Mounted Combat, Power Attack, Ride-By Attack, Spirited Charge
Skills Handle Animal +10 (+12 on mount), Knowledge (local) +5, Knowledge (nobility) +8, Perform (dance) +7, Ride +9, Sense Motive +0 (+2 to see through Bluff)

Language Common, Duc
SQ cursed, expert trainer


Gear +1 merciful lance, +1 full plate, +1 large shield

Cursed (Su) Any romantic or intimate activities involving Veyslav end badly. For example, a picnic with a lovely lady might end with an invasion of ants, a sudden storm, or a case of choking. When Veyslav tried to go around the curse and enjoy touch of paid love, the whole edifice was wrecked by an earthquake. Simply breaking the curse with a sheer power would require a caster of an epic power.


Sir Veyslav is a brave scion of an ancient lineage of warriors, an errant knight seeking glory and pursuing honorable and benevolent acts wherever he can. His drive is not completely selfless, though, as he, like the past five generation of his ancestors, is bearer of a potent curse.

According to a family legend, a forefather of his, sir Borovoy, castellan of Wolf-Pits castle, a man of honor himself, rejected advances of a wicked witch, who, in revenge, cursed him and his knightly descendants, condemning them to never know the touch of true true love until each of them prove oneself by performing an extraordinary deed of heroism. At least so the tale says, the truth seems a bit more murkier—for why a malicious witch would weave a curse promoting valiant deeds?

Nevertheless, sir Veyslav is following the steps of the more reputable male members of the family, seeking glory and performing good deeds, and distancing of less heroic scions... Such as twice-removed cousin Lestko, who sold his belt, sword, and steed, took the mantle of a merchant, and now is a has a thriving business, happy marriage, and a large bunch of jolly children.

Being an idealistic and a bit naive sort doesn't help sir Veyslav in his great quest, occasionally being duped into aiding less than virtuous maidens, cunning aristocrats, and pragmatic royals. Still, he keeps his confidence in succeeding someday, though sometimes even he has days of doubt and fear, rare as they might be.


Trout, a cavalier's mount warhorse. It has AC 23 (flat 21, touch 11), 42 hpFort +8, Ref +6, Will +2, Atk bite +6 (1d4+4), 2 hooves +4 (1d6+2), Str 19, Dex 14, Con 18, Int 2, Wis 16, Cha 7, CMD 20. Feats Armor Proficiency (light, medium), Multiattack, Run. Despite what some malicious gossipers may claim, Trout is not smarter than his rider, though he is certainly more pragmatic than Veyslav, not above sneaky bite or a kick from behind given an opportunity.