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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.
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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.
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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.
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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.
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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.
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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 hp, Fort +8, Ref +11, Will +12, Atk , Str 8, Dex 18, Con 12, Int 13, Wis 14, Cha 18, CMB +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.
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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 +2, belt 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.