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Superstitious Mercenary CR 1/2
XP 200
Human fighter 1
N Medium humanoid (human)
Init +2; Senses Perception +2
Defense
AC 20, touch 12, flat-footed 18 (+6 armor, +2 Dex, +2 shield)
hp 14 (1d10+4)
Fort +3, Ref +2, Will +3
Offense
Speed 30 ft.
Melee longsword +4 (1d8+3/19–20) or cold iron dagger +4 (1d4+3/19–20)
Ranged heavy crossbow +3 (1d10/19–20)
Tactics
During Combat The fighter fires his crossbow, then readies his sword and shield. He saves his alchemist's fire for foes he can't harm or can't hit with his sword.
Statistics
Str 17, Dex 14, Con 12, Int 8, Wis 13, Cha 10
Base Atk +1; CMB +4; CMD 16
Feats Iron Will, Power Attack, Toughness
Skills Heal +2, Perception +2, Survival +5
Languages Common
Combat Gearpotion of cure light wounds, alchemist's fire, holy water, oil (2), healer's kit (2 uses remaining); Other Gear breastplate, heavy wooden shield, cold iron dagger, heavy crossbow with 20 bolts, longsword, bedroll, tindertwigs (2), whetstone, wooden holy symbol, 3 gp
Some mercenaries believe their survival has less to do with skill and more to do with their ability to gain the gods' favor.
When between jobs, Corwyn faithfully maintains his clothes, armor, and weapons, but once hired, he stops keeping up his appearance and grows more disheveled as the days pass.
Corwyn fears the supernatural, and keeps a holy symbol with him at all times. He blows his wages on worthless talismans sold with promises to work against fiends and spirits.
Daring Bravo CR 1
XP 400
Gnome fighter 2
CN Small humanoid (gnome)
Init +2; Senses low-light vision; Perception +2
Defense
AC 18, touch 14, flat-footed 15 (+3 armor, +2 Dex, +1 dodge, +1 shield, +1 size)
hp 21 (2d10+6)
Fort +5, Ref +2, Will +0; +2 vs. illusions, +1 vs. fear
Defensive Abilities bravery +1, defensive training (+4 dodge bonus to AC vs. giants)
Offense
Speed 20 ft.
Melee mwk rapier +6 (1d4+1/18–20) or
dagger +5 (1d3+1/18–20)
Ranged composite longbow +5 (1d6+1/×3)
Special Attacks +1 on attack rolls against goblinoid and reptilian humanoids
Tactics
During Combat The fighter shifts to maintain an advantageous position. If facing a similarly mobile foe, she resorts to her tanglefoot bag.
Statistics
Str 12, Dex 15, Con 14, Int 13, Wis 10, Cha 10
Base Atk +2; CMB +2; CMD 15
Feats Dodge, Mobility, Weapon Finesse
Skills Acrobatics +3 (–1 when jumping), Intimidate +4, Knowledge (nobility) +2, Perception +2, Stealth +7
Languages Common, Gnome, Halfling, Sylvan
Combat Gear tanglefoot bag; Other Gear studded leather, masterwork buckler, composite longbow with 20 arrows, dagger, masterwork rapier, wineskin, 16 gp
These small, quick warriors are also clever and brave. They know when to strike fast and hard—and when to run.
Tala considers her size more an asset than a liability. She knows most enemies underestimate her skills, and takes full advantage.
Traitorous Brigand CR 2
XP 600
Half-orc fighter 3
NE Medium humanoid (human, orc)
Init +5; Senses darkvision 60 ft.; Perception –1
Defense
AC 17, touch 11, flat-footed 16 (+6 armor)
hp 30 (3d10+9)
Fort +5, Ref +2, Will +2; +1 vs. fear
Defensive Abilities bravery +1, orc ferocity
Offense
Speed 30 ft.
Melee mwk greataxe +7 (1d12+4/×3) or sap +6 (1d6+3 nonlethal)
Ranged javelin +4 (1d6+3)
Tactics
During Combat The fighter opens with an Intimidate check to demoralize the nearest enemy, then wades in with his axe using Cleave when possible.
Statistics
Str 17, Dex 12, Con 14, Int 10, Wis 8, Cha 13
Base Atk +3; CMB +6; CMD 17
Feats Cleave, Improved Initiative, Iron Will, Power Attack
Skills Climb +5, Intimidate +9, Survival +3, Swim +5
Languages Common, Orc
SQ armor training 1, orc blood, weapon familiarity
Combat Gearpotion of bull's strength, potion of cure moderate wounds, potion of enlarge person (CL 3rd); Other Gear masterwork breastplate, javelins (4), masterwork greataxe, sap, sack, gold necklace (worth 100 gp), 124 gp
Brigands are hard as nails and always look out for themselves first.
Rorn has made a good living as a bandit, but the same can't be said for his allies. Sometimes he runs out on them when their luck turns bad, sometimes he's the only survivor, and sometimes he cuts down his own allies to claim all the loot.
Murderous Halfling CR 3
XP 800
Halfling fighter 4
CE Small humanoid (halfling)
Init +4; Senses Perception +6
Defense
AC 20, touch 15, flat-footed 16 (+5 armor, +4 Dex, +1 size)
hp 30 (4d10+4)
Fort +6, Ref +6, Will +2; +3 vs. fear
Defensive Abilities bravery +1
Offense
Speed 20 ft.
Melee mwk dagger +9 (1d3+3/19–20), mwk dagger +9 (1d3+2/19–20)
Ranged dagger +10 (1d3+3/19–20)
Tactics
During Combat The fighter hurls daggers until her foes close with her. In melee, she fights defensively (and gains a +3 dodge bonus from her ranks in Acrobatics). She keeps her feather token in reserve for dangerous spellcasters or when battle turns against her.
Statistics
Str 12, Dex 18, Con 12, Int 13, Wis 10, Cha 10
Base Atk +4; CMB +4; CMD 18
Feats Deadly Aim, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (dagger), Weapon Specialization (dagger)
Skills Acrobatics +10 (+6 when jumping), Bluff +4, Climb +3, Perception +6, Sleight of Hand +5, Stealth +11
Languages Common, Goblin, Halfling
SQ armor training 1
Combat Gearfeather token (whip), flask of acid; Other Gear+1 chain shirt, daggers (6), masterwork daggers (2), 24 gp
Small, sly, and seemingly innocuous, evil halflings make perfect murderers.
At first, Lisanne saved her murderous attentions for those who slighted her in some small fashion. Now, she revels in death for death's sake rather than for vengeance only. Her reputation has grown with her crimes, and she increasingly plies her skills for pay as well as pleasure.
Cautious Archer CR 4
XP 1,200
Elf fighter 5
CN Medium humanoid (elf)
Init +4; Senses low-light vision; Perception +6
Defense
AC 20, touch 14, flat-footed 16 (+6 armor, +4 Dex)
hp 47 (5d10+15)
Fort +7, Ref +6, Will +1; +2 vs. enchantments, +1 vs. fear
Defensive Abilities bravery +1; Immune sleep
Offense
Speed 30 ft.
Melee mwk elven curve blade +8 (1d10+3/18–20)
Ranged mwk composite longbow +10/+10 (1d8+5/×3)
Special Attacks weapon training (bows +1)
Tactics
Before Combat The fighter drinks his potion of bear's endurance and finds a prime location for an ambush.
During Combat The fighter keeps his distance and fights at range, sending his dog to harry foes that approach.
Base Statistics Without bear's endurance, the fighter's statistics are hp 37; Fort +5; Con +10.
Statistics
Str 14, Dex 18, Con 14, Int 15, Wis 8, Cha 10
Base Atk +5; CMB +7; CMD 21
Feats Deadly Aim, Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (composite longbow), Weapon Specialization (composite longbow)
Skills Climb +5, Craft (bows) +8, Handle Animal +8, Perception +6, Stealth +6, Survival +3, Swim +5
Languages Common, Elven, Gnome, Orc
SQ armor training 1, elven magic, weapon familiarity
Combat Gear+1 arrows (5), potion of bear's endurance, potion of cure moderate wound, alchemical silver arrows (5), cold iron arrows (5); Other Gear masterwork breastplate, masterwork composite longbow (+2 Str) with 35 arrows, masterwork elven curve blade, cloak of resistance +1, masterwork artisan's tools, riding dog, 67 gp
Cautious archers are adept at hit-and-run tactics and ambushes.
Danathel prefers to fight from afar. He counts on brutes to hold the line while he picks and chooses targets from a safe perch up in a tree.
Adventuring Blacksmith CR 5
XP 1,600
Half-elf fighter 6
LN Medium humanoid (elf, human)
Init –1; Senses low-light vision; Perception +3
Defense
AC 20, touch 9, flat-footed 20 (+9 armor, –1 Dex, +2 shield)
hp 61 (6d10+24)
Fort +8, Ref +1, Will +3; +2 vs. enchantments, +2 vs. fear
Defensive Abilities bravery +2; Immune sleep
Offense
Speed 20 ft.
Melee+1 warhammer +12/+7 (1d8+7/×3)
Ranged warhammer +8 (1d8+6/×3)
Special Attacks weapon training (hammers +1)
Tactics
During Combat The fighter stands and deals mighty blows until her foes drop or she dies on her feet.
Statistics
Str 16, Dex 8, Con 16, Int 13, Wis 12, Cha 10
Base Atk +6; CMB +9; CMD 18
Feats Diehard, Endurance, Master Craftsman, Skill Focus (Craft [weapons]), Throw Anything, Vital Strike, Weapon Focus (warhammer), Weapon Specialization (warhammer)
Skills Appraise +7, Craft (armor) +10, Craft (weapons) +17, Perception +3
Languages Common, Dwarven, Elven
SQ armor training 1, elf blood
Combat Gearpotion of cure moderate wounds, potions of endure elements (2); Other Gear masterwork full plate, masterwork heavy steel shield, +1 warhammer, warhammers (2), masterwork artisan's tools, waterskin, 43 gp
Smiths who craft weapons may also be skilled in their use.
Apprenticed to a blacksmith in her youth, Vika quit the trade to take up a new life as an adventurer. After a cache of tomes taught her how to mix magic with the forging of steel, she found herself drawn back to her old calling.
Spell Hunter CR 6
XP 2,400
Dwarf fighter 7
LE Medium humanoid (dwarf)
Init +2; Senses Perception +5
Defense
AC 22, touch 12, flat-footed 20 (+10 armor, +2 Dex)
hp 64 (7d10+21)
Fort +9, Ref +5, Will +5; +2 vs. poison, spells, and spell-like abilities; +2 vs. fear
Defensive Abilities bravery +2, defensive training (+4 dodge bonus to AC vs. giants)
Offense
Speed 20 ft.
Melee mwk cold iron dwarven waraxe +14/+9 (1d10+9/×3)
Ranged mwk throwing axe +11 (1d6+5) or mwk light crossbow +10 (1d8/19–20)
Special Attacks +1 on attack rolls against goblinoid and orc humanoids, weapon training (axes +1)
Tactics
Before Combat The fighter drinks her potion of bull's strength.
During Combat When fighting with a group, the fighter uses bull rush to grant attacks of opportunity to her allies. She uses the combination of Step Up and Disruptive to interrupt spellcasting.
Base Statistics Without bull's strength, the fighter's statistics are Melee mwk cold iron dwarven waraxe +12/+7 (1d10+6/×3); Ranged mwk throwing axe +11 (1d6+3); Str 15; CMB +9 (+13 bull rush); CMD 21 (27 vs. bull rush, 25 vs. trip); Skills Climb +8.
Statistics
Str 19, Dex 14, Con 16, Int 10, Wis 14, Cha 6
Base Atk +7; CMB +12 (+16 bull rush); CMD 23 (29 vs. bull rush, 27 vs. trip)
Feats Blind-Fight, Disruptive, Greater Bull Rush, Improved Bull Rush, Power Attack, Step Up, Weapon Focus (dwarven waraxe), Weapon Specialization (dwarven waraxe)
Skills Climb +10, Intimidate +8, Perception +5 (+7 to notice unusual stonework), Survival +10
Languages Common, Dwarven
SQ armor training 2
Combat Gearoil of magic weapon (2), potion of aid, potion of bull's strength, potions of cure moderate wounds (2); Other Gear+1 full plate, masterwork cold iron dwarven waraxe, masterwork light crossbow with 20 bolts, masterwork throwing axe, cloak of resistance +1, 46 gp
Spell hunters specialize in locking down and then murdering enemy spellcasters.
Fastidious Sharpshooter CR 7
XP 3,200
Gnome fighter 8
NE Small humanoid (gnome)
Init +3; Senses low-light vision; Perception +10
Defense
AC 23, touch 17, flat-footed 20 (+6 armor, +3 deflection, +3 Dex, +1 size)
hp 76 (8d10+28)
Fort +9, Ref +5, Will +4; +2 vs. illusions, +2 vs. fear
Defensive Abilities bravery +2, defensive training (+4 dodge bonus to AC vs. giants)
Offense
Speed 25 ft.
Melee mwk glaive +10/+5 (1d8/×3) or short sword +9/+4 (1d4/19–20)
Ranged mwk light crossbow +13/+13/+8 (1d6+3/17–20) or mwk light crossbow with +1 frost bolts +13/+13/+8 (1d6+4+1d6 cold/17–20)
Space 5 ft.; Reach 5 ft. (10 ft. with glaive)
Special Attacks +1 on attack rolls against goblinoid and reptilian humanoids, weapon training (crossbows +1)
Gnome Spell-Like Abilities (CL 8th; concentration +9)
1/day—dancing lights, ghost sound (DC 11), prestidigitation, speak with animals
Tactics
Before Combat The fighter drinks her potion of shield of faith.
During Combat The fighter drinks her potion of haste and launches full attacks with screaming bolts.
Base Statistics Without shield of faith, the fighter's statistics are AC 20, touch 14, flat-footed 17; CMD 20.
Statistics
Str 10, Dex 16, Con 16, Int 8, Wis 14, Cha 12
Base Atk +8; CMB +7; CMD 23
Feats Deadly Aim, Fleet, Improved Critical (light crossbow), Point-Blank Shot, Precise Shot, Rapid Reload, Rapid Shot, Weapon Focus (light crossbow), Weapon Specialization (light crossbow)
Skills Perception +10, Profession (soldier) +8, Sense Motive +7
Languages Common, Gnome, Sylvan
SQ armor training 2
Combat Gear+1 frost bolts (8), potion of haste, potion of shield of faith (CL 7th), screaming bolts (2); Other Gear mithral breastplate, masterwork glaive, masterwork light crossbow with 40 bolts, short sword, sunrods (2), 27 gp
Halfling Slinger CR 8
XP 4,800
Halfling fighter 9
N Small humanoid (halfling)
Init +5; Senses Perception +5
Defense
AC 22, touch 16, flat-footed 17 (+6 armor, +5 Dex, +1 size)
hp 72 (9d10+18)
Fort +11, Ref +11, Will +9; +4 vs. fear
Defensive Abilities bravery +2
Offense
Speed 20 ft.
Melee+1 halfling sling staff +18/+13 (1d4+9/19–20) or short sword +14/+9 (1d4+4/19–20)
Ranged+1 halfling sling staff +22 (1d6+8/19–20/×3)
Special Attacks weapon training (thrown +2, light blades +1)
Tactics
Before Combat The fighter drinks his potions of bull's strength and heroism.
During Combat If fighting elves, the fighter stays back from the fight, wielding his sling staff until he's out of elf-bane bullets. Otherwise, he rides into the fray, bashing foes and hurling bulletswith his sling staff while using Deadly Aim and Vital Strike.
Base Statistics Without bull's strength and heroism, the fighter's statistics are Senses Perception +3; Fort +9, Ref +9, Will +7; Melee+1 halfling sling staff +14/+9 (1d4+6/19–20) or short sword +12/+7 (1d4+2/19–20); Ranged+1 halfling sling staff +20 (1d6+6/19–20/×3); Str 12; CMB +9; CMD 24; Skills Acrobatics +5 (+1 when jumping), Climb +1, Perception +3, Ride +15, Survival +13.
Statistics
Str 16, Dex 20, Con 14, Int 8, Wis 12, Cha 12
Base Atk +9; CMB +13; CMD 26
Feats Deadly Aim, Greater Weapon Focus (halfling sling staff), Improved Critical (halfling sling staff), Iron Will, Mounted Combat, Point-Blank Shot, Precise Shot, Vital Strike, Weapon Focus (halfling sling staff), Weapon Specialization (halfling sling staff)
Skills Acrobatics +7 (+3 when jumping), Climb +5, Perception +5, Ride +17, Survival +15
Languages Common, Halfling
SQ armor training 2
Combat Gear+1 elf-bane bullets (5), potion of bull's strength, potion of cure moderate wounds, potion of heroism, potion of invisibility; Other Gear breastplate, +1 halfling sling staff with 20 bullets, short sword, belt of incredible dexterity +2, brooch of shielding (35 points of damage remaining), bit and bridle, masterwork studded leather barding, military saddle, riding dog, saddlebags, 161 gp
Halfling slingers often patrol the areas surrounding halfling settlements. Sometimes they hire themselves out as scouts and skirmishers.
The wanderer's life suits Tomin just fine. He roams from town to town looking for mercenary work, and is more than happy to take gold from anyone who offers. Tomin doesn't really care about right or wrong, just about getting paid. He's as likely to guard a caravan as to rob one. He draws the line at hurting those who won't fight back, believing that's what separates him from a petty thug.
When he first started adventuring, Tomin and his companions ran afoul of a band of elves on the hunt for bandits. The elves ran down and slew Tomin's companions one by one, then left him tied up and dangling from a tree as a warning for others. That humiliation still burns in Tomin's belly, and he fears and detests elves to this day.
Combat Encounters: Tomin targets enemy elves first, and often refuses to treat with allies who have elves within their midst.
Roleplaying Suggestions: Tomin is not shy when looking for work—or when he wants to pick a fight with an elf.
Griffon Rider CR 9
XP 6,400
Elf fighter 10
LN Medium humanoid (elf)
Init +2; Senses low-light vision; Perception +15
Defense
AC 22, touch 12, flat-footed 20 (+7 armor, +2 Dex, +3 shield)
hp 94 (10d10+35)
Fort +11, Ref +7, Will +6; +2 vs. enchantments, +3 vs. fear
Defensive Abilities bravery +3; Immune sleep
Offense
Speed 30 ft.
Melee mwk lance +18/+13 (1d8+4/×3) or flail +14/+9 (1d8+2)
Ranged mwk composite longbow +16/+11 (1d8+3/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with lance)
Special Attacks weapon training (spears +2, bows +1)
Tactics
Before Combat Well in advance of battle, the fighter activates her bronze griffon and saddles and armors it. Before the fighting starts, she mounts her griffon, takes to the air, and quaffs her potion of heroism.
During Combat The fighter flies above the battlefield taking passes with her lance, never flying lower than 10 feet above the ground. If outmatched in melee, she retreats to higher altitude and uses her bow. A griffon rider loves to unseat other mounted combatants, particularly if they're flying. She keeps a plentiful supply of alchemist's fire in case any flammable targets present themselves.
Base Statistics Without heroism, the fighter's statistics are Senses Perception +13; Fort +9, Ref +5, Will +4; Melee mwk lance +16/+11 (1d8+4/×3) or flail +12/+7 (1d8+2); Ranged mwk composite longbow +14/+9 (1d8+3/×3); CMB +12; Skills Handle Animal +8, Perception +13, Ride +17.
Statistics
Str 15, Dex 14, Con 14, Int 10, Wis 13, Cha 10
Base Atk +10; CMB +14; CMD 24
Feats Combat Reflexes, Improved Bull Rush, Mounted Combat, Power Attack, Ride-By Attack, Shield Focus, Skill Focus (Ride), Spirited Charge, Toughness, Unseat, Weapon Focus (lance)
Skills Handle Animal +10, Perception +15, Ride +19
Languages Common, Elven
SQ armor training 2, elven magic, weapon familiarity
Combat Gear potions of cure light wounds (2), potion of heroism, alchemist's fire (5); Other Gear masterwork banded mail, masterwork heavy steel shield, masterwork lance, masterwork composite longbow (Str +2) with 20 arrows, figurine of wondrous power (bronze griffon), bit and bridle, exotic military saddle, masterwork studded leather barding, 47 gp
Griffon riders patrol the skies around remote elven enclaves. Rare individuals serve powerful spellcasters or serve as mercenary shock troops.
Always something of an outcast among other elves, Jalynel felt closer to her loyal griffon mount than to any of her fellow elven knights. When her mount perished in battle against a flock of perytons, Jalynel was devastated. Once she recovered from her own wounds, she deserted her unit and indentured herself to a powerful wizard. In exchange, he crafted for her a bronze figurine in the very image of her beloved griffon. Twice per week, she can place it on the ground and bring it life. Jalynel believes her companion's soul dwells within the figurine's cold bronze. She rests easy knowing a lethal wound now only turns her mount back to bronze, to be brought to life again another day.
Jalynel spends most of her time following orders from her wizard master. During her rare breaks from his service, she hires out as a scout and aerial cavalry. On occasion, she throws in with adventuring bands in hopes of finding good treasure that will appeal to her wizard master and allow her to pay off her debt quickly.
Combat Encounters: Jalynel is usually found protecting the domain of her wizard master, or amid an group of adventurers seeking magical treasure. She avoids traveling into dungeons or caverns if possible, preferring to be in open spaces where she can activate her figurine of wondrous power and fight from the air.
Roleplaying Suggestions: Jalynel approaches adventurers to form a group to go after valuable treasures, particularly those with magical substances or items she can return to her master.
Scheming Fencer CR 10
XP 9,600
Human fighter 11
CE Medium humanoid (human)
Init +6; Senses Perception +0
Defense
AC 25, touch 16, flat-footed 19 (+7 armor, +6 Dex, +2 natural)
hp 98 (11d10+33)
Fort +10, Ref +10, Will +6; +3 vs. fear
Defensive Abilities bravery +3
Offense
Speed 30 ft., climb 20 ft.
Melee+1 rapier +19/+14/+9 (1d6+8/15–20), mwk dagger +18/+13 (1d4+5/19–20)
Ranged dagger +19 (1d4+5/19–20) or mwk composite longbow +19/+14/+9 (1d8+2/×3)
Special Attacks weapon training (light blades +2, bows +1)
Tactics
Before Combat The fighter drinks her potions of bull's strength, cat's grace, and barkskin. If she's planning betrayal, a scheming fencer doesn't down her potions until just before her treachery.
During Combat The fighter uses Combat Expertise, hoping to wear her foes down. Every few rounds, she makes a disarm attempt with one of her attacks. She likes to gain a height advantage using her slippers of spider climbing.
Base Statistics Without bull's strength, cat's grace, and barkskin, the fighter's statistics are Init +4; AC 21, touch 14, flat-footed 17; Ref +8; Melee+1 rapier +17/+12/+7 (1d6+6/15–20), mwk dagger +16/+11 (1d4+3/19–20); Ranged dagger +17 (1d4+3/19–20) or mwk composite longbow +17/+12/+7 (1d8+2/×3); Str 12, Dex 19; CMB +12 (+14 disarm); CMD 26 (28 vs. disarm); Skills Acrobatics +15, Climb +13.
Statistics
Str 16, Dex 23, Con 14, Int 13, Wis 10, Cha 8
Base Atk +11; CMB +14 (+16 disarm); CMD 30 (+32 vs. disarm)
Feats Combat Expertise, Critical Focus, Double Slice, Improved Critical (rapier), Improved Disarm, Improved Two-Weapon Fighting, Iron Will, Sickening Critical, Two-Weapon Fighting, Two-Weapon Rend, Weapon Finesse, Weapon Focus (rapier), Weapon Specialization (rapier)
Skills Acrobatics +17, Bluff +10, Climb +15, Knowledge (local) +5, Perform (sing) +5, Sense Motive +9
Languages Common, Elven
SQ armor training 3
Combat Gearpotion of barkskin, potion of bull's strength, potion of cat's grace, potions of cure moderate wounds (2), potions of protection from good (CL 2nd) (2), silversheen; Other Gear +1 breastplate, +1 rapier, daggers (3), masterwork composite longbow (+1 Str) with 20 arrows, masterwork dagger, belt of incredible dexterity +2, cloak of resistance +1, slippers of spider climbing, 121 gp
Cosmopolitan patrons hire scheming fencers as either bodyguards or enforcers. Groups of these warriors can also serve as soldiers, guards, and protectors.
Sadistic and manipulative, Eralin prefers a long, drawn out battle over a clean and efficient kill. She deals death in nicks and cuts and twists of her blades. Never one for a fair fight, she deliberately seeks out opponents who can't match her skill.
ShieldBreaker CR 11
XP 12,800
Dwarf fighter 12
LN Medium humanoid (dwarf)
Init +3; Senses Perception +12
Defense
AC 24, touch 14, flat-footed 20 (+10 armor, +3 Dex, +1 dodge)
hp 134 (12d10+64)
Fort +14, Ref +8, Will +7; +2 vs. poison, spells, and spell-like abilities; +3 vs. fear
Defensive Abilities bravery +3, defensive training (+4 dodge bonus to AC vs. giants)
Offense
Speed 30 ft.
Melee+1 adamantine guisarme +21/+16/+11 (2d4+9/×3) or masterwork spiked gauntlet +17/+12/+7 (1d4+5)
Ranged javelin +15 (1d6+6)
Space 5 ft.; Reach 5 ft. (10 ft. with guisarme)
Special Attacks +1 on attack rolls against goblinoid and orc humanoids, weapon training (polearms +2, thrown +1)
Tactics
Before Combat The fighter drinks his potions of bear's endurance and cat's grace, plus his potion of enlarge person if he has time.
During Combat The fighter gets many foes within reach, then makes a Whirlwind Attack to hit them all, using Lunge if he can get a few more. He tries to sunder shields to get a free attack with Greater Sunder.
Base Statistics Without bear's endurance and cat's grace, the fighter's statistics are Init +0; AC 22, touch 12, flat-footed 20; hp 110; Fort +12, Ref +6; Ranged javelin +13 (1d6+5); Dex 13, Con 16; CMB +16 (+20 sunder); CMD 28 (32 vs. bull rush, sunder, or trip); Skills Acrobatics +0 (+5 when jumping).
Statistics
Str 19, Dex 17, Con 20, Int 13, Wis 10, Cha 8
Base Atk +12; CMB +16 (+20 sunder); CMD 30 (34 vs. bull rush, sunder, or trip)
Feats Combat Expertise, Combat Reflexes, Dodge, Greater Sunder, Greater Weapon Focus (guisarme), Improved Sunder, Iron Will, Lunge, Mobility, Power Attack, Weapon Focus (guisarme), Weapon Specialization (guisarme), Whirlwind Attack
Skills Acrobatics +2 (+7 when jumping), Intimidate +14, Knowledge (dungeoneering) +15, Perception +12 (+14 to notice unusual stonework), Survival +11
Languages Common, Dwarven, Terran
SQ armor training 3
Combat Gearpotion of bear's endurance, potion of cat's grace, potion of cure serious wounds, potions of enlarge person (2, CL 5th), potion of shield of faith (CL 7th); Other Gear+1 full plate, +1 adamantine guisarme, javelins (6), masterwork spiked gauntlet, belt of giant strength +2, boots of striding and springing, cloak of resistance +1, portable ram, whetstone, 69 gp
These warriors serve as shock troops, wading through enemy forces and sundering their weapons and armor.
At a young age, Rogar left his clan to seek his fortune in the world. Quite tall for a dwarf, he found that in the wider world he missed the respect other dwarves gave him for his size. He befriended an alchemist who supplies him with enlarge person potions, and adapted his fighting style to match. Rogar prefers military duty when he can find it, especially if he can be in a small, elite squad. He's not picky about causes, but prefers to be well-supported by spellcasters. He offers quarter to defeated foes, insisting there's no shame in being beaten by a dwarf.
Combat Encounters: Rogar leads a group of warriors and spellcasters, attacking the enemies of his employer.
Roleplaying Suggestions: When low on potions of enlarge person, Rogar seeks out spellcasters willing to brew such potions in great number for a reduced price.
Brutal Warlord CR 12
XP 19,200
Half-orc fighter 13
LE Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +1
Defense
AC 27, touch 12, flat-footed 25 (+10 armor, +2 Dex, +5 shield)
hp 141 (13d10+65)
Fort +15, Ref +9, Will +8; +3 vs. fear
Defensive Abilities bravery +3, orc ferocity
Offense
Speed 30 ft.
Melee+1 vicious flail +20/+15/+10 (1d8+10/19–20 plus 2d6), lion's shield +23 (1d4+6 plus bull rush attempt) or +1 vicious flail +24/+19/+14 (1d8+10/19–20 plus 2d6)
Ranged mwk throwing axe +19 (1d6+5)
Special Attackslion's shield bite (free action, 3/day, +13/+8/+3, 2d6 damage), weapon training (heavy flails +3, close +2, thrown +1)
Tactics
Before Combat The fighter drinks her potions of bear's endurance and heroism.
During Combat Using the free bull rush from her shield bash attack, the fighter pushes her foes around the battlefield, forcing them back until they're pressed against an obstacle, then bull rushes again to knock them prone. She saves her shield's bite attack for prone enemies and other easy targets.
Base Statistics Without bear's endurance and heroism, the fighter's statistics are Senses Perception –1; hp 115; Fort +11, Ref +7, Will +6; Melee+1 vicious flail+18/+13/+8 (1d8+10/19–20 plus 2d6), lion's shield +21 (1d4+6 plus bull rush attempt) or +1 vicious flail +22/+17/+2 (1d8+10/19–20 plus 2d6); Ranged mwk throwing axe +17 (1d6+5); Con 14; CMB +17; Skills Intimidate +19, Sense Motive +12.
Statistics
Str 18, Dex 15, Con 18, Int 10, Wis 8, Cha 12
Base Atk +13; CMB +19; CMD 29
Feats Critical Focus, Disruptive, Improved Critical (flail), Improved Shield Bash, Iron Will, Shield Focus, Shield Master, Shield Slam, Spellbreaker, Staggering Critical, Step Up, Two-Weapon Fighting, Weapon Focus (flail), Weapon Specialization (flail)
Skills Intimidate +21, Sense Motive +14
Languages Common, Orc
SQ armor training 3, orc blood, weapon familiarity
Combat Gearpotion of bear's endurance, potion of cure moderate wounds, potion of heroism; Other Gear+1 full plate, lion's shield, +1 vicious flail, masterwork throwing axe, throwing axes (2), belt of giant strength +2, cloak of resistance +1, 198 gp
Serving as a leader to orcs, half-orcs, or other barbaric forces, the brutal warlord uses her martial control to shape the battlefield.
Livia was born and raised in human society. Mocked and tormented for her bestial appearance, she grew to resent her human blood and the intolerant society it represented. As an adult, she met her first orcs only to find they too saw her as sullied by her half-breed heritage. But there was a difference: When she kicked in humans' teeth, they called her a monster. When she bashed in orcs' skulls, the rest cheered her on.
Livia roams the outskirts of orc lands, melding small tribes into her larger band through raw force and primal magnetism. She handpicks her lieutenants from the most disciplined orcs, and has slowly transformed her horde from a disorganized rabble into a semblance of an disciplined army. She dreams that, in time, she will rule an empire of orcs and half-orcs.
Arcane Pretender CR 13
XP 25,600
Halfling fighter 14
CN Small humanoid (halfling)
Init +6; Senses Perception +3
Defense
AC 22, touch 14, flat-footed 19 (+7 armor, +2 Dex, +1 dodge, +1 natural, +1 size)
hp 123 (14d10+42)
Fort +16, Ref +13, Will +10; +6 vs. fear
Defensive Abilities bravery +4; DR 2/—
Offense
Speed 20 ft., fly 60 ft. (good)
Melee+1 bastard sword +26/+21/+16 (1d8+10/19–20)
Special Attacks weapon training (heavy blades +3, light blades +2, thrown +1)
Tactics
Before Combat The fighter uses her scrolls of bear's endurance, bull's strength, fly, and heroism.
During Combat The fighter uses scorching ray and lightning bolt to soften up targets, then moves in with her bastard sword, using her first attack to disarm. If facing a spellcaster, she uses a scroll of silence. If she disarms a particularly powerful weapon, she spends a round picking it up and stuffing it in her handy haversack.
Base Statistics Without bear's endurance, bull's strength, and heroism, the fighter's statistics are Senses Perception +1; hp 95; Fort +12, Ref +11, Will +8; Speed 20 ft.; Melee+1 bastard sword +22/+17/+12 (1d8+8/19–20); Str 15, Con 10; CMB +15 (+19 disarm); CMD 28 (+30 vs. disarm); Skills Acrobatics +18 (+14 when jumping), Bluff +17, Climb +4, Fly +6, Knowledge (arcana) +14, Perception +1, Spellcraft +16, Use Magic Device +23.
Statistics
Str 19, Dex 14, Con 14, Int 14, Wis 8, Cha 16
Base Atk +14; CMB +19 (+23 disarm); CMD 32 (+34 vs. disarm)
Feats Combat Expertise, Dodge, Exotic Weapon Proficiency (bastard sword), Greater Disarm, Improved Disarm, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Penetrating Strike, Skill Focus (Use Magic Device), Strike Back, Toughness, Weapon Focus (bastard sword), Weapon Specialization (bastard sword)
Skills Acrobatics +20 (+16 when jumping), Bluff +19, Climb +8, Fly +12, Knowledge (arcana) +16, Perception +3, Spellcraft +18, Use Magic Device +25
Languages Common, Elven, Goblin, Halfling
SQ armor training 3
Combat Gearpotion of cure moderate wounds, scrolls of bear's endurance (2), scrolls of bull's strength (2), scroll of cure serious wounds (arcane, CL 7th), scroll of dimension door, scroll of fly (CL 8th), scroll of heroism, scroll of silence (CL 6th), wand of lightning bolts (CL 10th, 5 charges), wand of scorching ray (CL 11th, 18 charges), wand of shield (CL 3rd, 12 charges), wand of shield of faith (CL 6th, 11 charges); Other Gear+1 adamantine breastplate, +1 bastard sword, amulet of natural armor +1, cloak of resistance +2, handy haversack, 370 gp
Mixing martial prowess with magic support, arcane pretenders typically serve as guards for powerful casters. Other arcane pretenders become adventurers, sellswords, or explorers.
Flenta always wanted to be a wizard. She studied, memorized, and practiced, but still can't cast spells. She has, however, discovered a knack for manipulating magic items. Flenta passes herself off as a fighter with sorcerous skills, pretending to be casting spells rather than activating magic items (a ruse that rarely fools those with knowledge of spellcasting). If confronted, she insists that she gets the job done regardless of her methods. Deep down, Flenta still hopes to someday unlock the magical potential she's sure she possesses, whatever it takes.
Combat Encounters: Flenta often attacks groups with arcane spellcasters just to see what magic they have.
Roleplaying Suggestions: Always searching for new magic secrets she can understand (or fake), Flenta strikes up conversations about magic, magic items, and their use with anyone who seems likely to know about such things.
Pirate King CR 14
XP 38,400
Half-elf fighter 15
CE Medium humanoid (elf, human)
Init +5; Senses low-light vision; Perception +2
Defense
AC 25, touch 15, flat-footed 20 (+7 armor, +5 Dex, +3 natural)
hp 150 (15d10+63)
Fort +15, Ref +15, Will +10; +2 vs. enchantments, +4 vs. fear
Defensive Abilities 25% chance to negate critical hits and sneak attacks, bravery +4, no need to breathe; Immune harmful gases and vapors, sleep
Offense
Speed 30 ft.
Melee+1 human-bane scimitar +22/+17/+12 (1d6+10/18–20), mwk handaxe +20/+15 (1d6+6/×3)
Ranged dagger +21/+16/+11 (1d4+5/19–20)
Special Attacks weapon training (heavy blades +3, axes +2, light blades +1)
Tactics
Before Combat The fighter drinks his potions of barkskin and bear's endurance.
During Combat The fighter cows his foes with Dazzling Display. He goes after shaken enemies first, especially humans. He uses his first attack each round for a trip attempt. If hard pressed, the fighter uses Combat Expertise to improve his Armor Class and positions himself for a leaping escape into the nearest body of water. He likes to take out healers and support first.
Base Statistics Without barkskin and bear's endurance, the fighter's statistics are AC 22, touch 15, flat-footed 17; hp 120; Fort +13; Con 12.
Statistics
Str 18, Dex 20, Con 16, Int 13, Wis 10, Cha 8
Base Atk +15; CMB +19 (+23 trip); CMD 34 (36 vs. trip)
Feats Combat Expertise, Dazzling Display, Double Slice, Greater Trip, Improved Trip, Improved Two-Weapon Fighting, Iron Will, Lightning Reflexes, Penetrating Strike, Quick Draw, Shatter Defenses, Skill Focus (Intimidate), Toughness, Two-Weapon Fighting, Two-Weapon Rend, Weapon Focus (scimitar), Weapon Specialization (scimitar)
Skills Acrobatics +20, Climb +11, Intimidate +23, Perception +2, Profession (sailor) +6, Stealth +12, Survival +8, Swim +15
Languages Common, Elven, Halfling
SQ armor training 4, elf blood
Combat Gearfeather token (anchor) (3), feather token (bird), feather token (fan) (2), feather token (swan boat), potion of barkskin (CL 9th), potion of bear's endurance, potion of cure serious wounds, potion of shield of faith (CL 12th); Other Gear+1 light fortification breastplate, +1 human-bane scimitar, daggers (8), masterwork handaxe, belt of physical might +2 (Str, Dex), cloak of resistance +3, necklace of adaptation, gold earring worth 50 gp, 413 gp
Serving as the captains of pirate ships or the commandants of pirate fleets, pirate kings command those pressed into their service with ruthless efficiency.
No dashing swashbuckler, Dalithan might best be described as a dastard in search of a crime. He leads his fleet on pirate raids by land and sea; hires his ships out for mercenary contracts; and dabbles in assassination, extortion, ransom, and smuggling as well. The warrants that authorities and victims try to put out for his death go unsigned thanks to a few well-placed bribes. Though he's widely regarded as a cold-hearted villain, his crewmates know the captain has a peculiar fondness for seals, often ordering meat—such as prisoners—chopped up and thrown overboard for them.
Dwarven Arbalester CR 15
XP 51,200
Dwarf fighter 16
NE Medium humanoid (dwarf)
Init +5; Senses Perception +20
Defense
AC 29, touch 16, flat-footed 24 (+9 armor, +1 deflection, +5 Dex, +4 natural)
hp 172 (16d10+80)
Fort +19, Ref +15, Will +12; +2 vs. poison, spells, and spell-like abilities; +4 vs. fear
Defensive Abilities bravery +4, defensive training (+4 dodge bonus to AC vs. giants)
Offense
Speed 20 ft.
Melee mwk dwarven waraxe +23/+18/+13/+8 (1d10+5/×3) or mwk warhammer +22/+17/+12/+7 (1d8+3/×3)
Ranged +3 unholy heavy crossbow +31 (1d10+11/17–20)
Special Attacks +1 on attack rolls against goblinoid and orc humanoids, weapon training (crossbows +3, axes +2, hammers +1)
Tactics
Before Combat The fighter applies oil of greater magic weapon to his heavy crossbow, then drinks potions of barkskin and heroism.
During Combat For as long as he can, the fighter stays mounted and takes shots from long range. He takes most shots with magical ammunition, tailoring the bolt to the foe. He uses Greater Vital Strike unless he has trouble hitting, in which case he switches to Pinpoint Targeting. He nearly always uses Deadly Aim.
Base Statistics Without greater magic weapon, barkskin, and heroism, the fighter's statistics are Senses Perception +18; AC 25, flat-footed 20; Fort +17, Ref +13, Will +10; Melee mwk dwarven waraxe +21/+16/+11/+6 (1d10+5/×3) or mwk warhammer +20/+15/+10/+5 (1d8+3/×3); Ranged+1 unholy heavy crossbow +27 (1d10+8/17–20); CMB +18; Skills Perception +18 (+20 to notice unusual stonework), Ride +23.
Statistics
Str 14, Dex 20, Con 18, Int 10, Wis 14, Cha 6
Base Atk +16; CMB +20; CMD 34 (38 vs. bull rush or trip)
Feats Blinding Critical, Critical Focus, Deadly Aim, Greater Vital Strike, Greater Weapon Focus (heavy crossbow), Greater Weapon Specialization (heavy crossbow), Improved Critical (heavy crossbow), Improved Precise Shot, Improved Vital Strike, Mounted Combat, Pinpoint Targeting, Point-Blank Shot, Precise Shot, Rapid Reload (heavy crossbow), Vital Strike, Weapon Focus (heavy crossbow), Weapon Specialization (heavy crossbow)
Skills Perception +20 (+22 to notice unusual stonework), Ride +25
Languages Common, Dwarven
SQ armor training 4
Combat Gear+1 axiomatic bolts (5), +1 human-bane bolts (5), +1 merciful bolts (5), oil of greater magic weapon (CL 12th), potion of barkskin (CL 9th), potion of cure serious wounds, potion of heroism, adamantine bolts (15), cold iron bolts (10), silver bolts (10); Other Gear+2 banded mail, +1 unholy heavy crossbow with 50 bolts, masterwork dwarven waraxe, masterwork warhammer, belt of physical might +2 (Dex, Con), cloak of resistance +3, efficient quiver, eyes of the eagle, ring of protection +1, manacles (4), silk rope (100 ft.), bit and bridle, heavy horse (combat trained), manacles (4), masterwork chain shirt barding, military saddle, saddlebags, 118 gp
Dwarven arbalesters are usually employed by slavers and warlords to either incapacitate or kill at a distance.
Exiled from the stronghold of his ancestors for slave trafficking with duergar, Stigr took his slaving to human lands instead. He fancies himself the deadliest shot with a crossbow ever born, and considers a battle decided by melee a personal failure. Stigr keeps losing horses in battle, and plans to trade sacrificial victims to the church of Asmodeus in exchange for a Nessian warhound.
Elven Recluse CR 16
XP 76,800
Elf fighter 17
N Medium humanoid (elf)
Init +5; Senses low-light vision; Perception +3
Defense
AC 35, touch 18, flat-footed 28 (+11 armor, +1 deflection, +5 Dex, +2 dodge, +5 natural, +1 shield)
hp 149 (17d10+51)
Fort +14, Ref +14, Will +11; +2 vs. enchantments, +4 vs. fear
Defensive Abilities bravery +4; Immune bleed (hit points only), sleep; Resist cold 10, fire 10
Offense
Speed 60 ft.
Melee mwk quarterstaff +26/+26/+21/+16/+11 (1d6+11), mwk quarterstaff +26/+21/+16 (1d6+9) or longspear +23/+23/+18/+13/+8 (1d8+6/×3) or kukri +22/+22/+17/+12/+7 (1d4+4/18–20)
Ranged+1 seeking composite longbow +26/+26/+26/+21/+16/+11 (1d8+9/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Special Attacks weapon training (double +4, bows +3, spears +2, light blades +1)
Tactics
Before Combat The fighter drinks her potion of barkskin and both potions of resist energy. She then activates her boots of speed.
During Combat The fighter chooses her weapon based on the weaknesses of her foes. She engages slower foes with her bow and keeps her distance. Against lightly armored enemies or spellcasters, she fights with a shillelagh-enhanced quarterstaff.
Base Statistics Without barkskin, resist energy, and haste from her boots of speed, the fighter's statistics are AC 29, touch 17, flat-footed 23; Resist —; Ref +13; Speed 30 ft.; Melee mwk quarterstaff +25/+20/+15/+10 (1d6+11), mwk quarterstaff +25/+20/+15 (1d6+9) or longspear +22/+17/+12/+7 (1d8+6/×3) or kukri +21/+16/+11/+6 (1d4+4/18–20); Ranged+1 seeking composite longbow +25/+25/+20/+15/+10 (1d8+9/×3); CMB +20.
Statistics
Str 17, Dex 20, Con 12, Int 13, Wis 12, Cha 8
Base Atk +17; CMB +21; CMD 38
Feats Combat Expertise, Dodge, Greater Two-Weapon Fighting, Greater Weapon Focus (quarterstaff), Greater Weapon Specialization (quarterstaff), Improved Two-Weapon Fighting, Iron Will, Lunge, Point-Blank Shot, Power Attack, Rapid Shot, Toughness, Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus (composite longbow), Weapon Focus (quarterstaff), Weapon Specialization (composite longbow), Weapon Specialization (quarterstaff)
Skills Climb +10, Craft (bows) +5, Craft (weapons) +5, Knowledge (geography) +11, Knowledge (nature) +16, Perception +3, Stealth +10, Survival +16, Swim +6
Languages Common, Elven, Sylvan
SQ armor training 4, elven magic, weapon familiarity
Combat Gearoil of shillelagh (CL 5th) (3), potion of barkskin (CL 12th), potion of resist energy (cold), potion of resist energy (fire), restorative ointment; Other Gear+2 full plate, +1 seeking composite longbow with 40 arrows, kukri, longspear, masterwork quarterstaff, belt of giant strength +4, boots of speed, cloak of resistance +3, periapt of wound closure, ring of protection +1, artisan's tools, ink (2), inkpens (2), journal (as spellbook), 48 gp
These elves shun civilization and protect ancient groves.
A century ago, Selindril abandoned civilization. Years in the wilderness made her distant, ill-mannered, and confrontational. She keeps a regular journal devoted half to her travels and half to rambling screeds on her personal philosophy of extreme isolationism.
Failed Disciple CR 17
XP 102,400
Half-orc fighter 18
CE Medium humanoid (human, orc)
Init +3; Senses darkvision 60 ft.; Perception +4
Defense
AC 25, touch 16, flat-footed 21 (+4 armor, +3 Dex, +1 dodge, +1 insight, +1 monk, +5 natural)
hp 175 (18d10+72)
Fort +19, Ref +17, Will +16; +5 vs. fear
Defensive Abilities bravery +5, orc ferocity
Offense
Speed 40 ft.
Meleevicious unarmed strike +36/+31/+26/+21 (1d8+18 plus 2d6) or mwk ranseur +29/+24/+19/+14 (2d4+11/×3)
Ranged+1 returning javelin +27 (1d6+10)
Special Attacks stunning fist (5/day, DC 21), weapon training (natural +4, thrown +3, heavy blades +2, close +1)
Tactics
Before Combat The fighter drinks his potions of barkskin, greater magic fang, and heroism.
During Combat The fighter prefers to grapple, pin, and then bind his foes. He fights defensively when he can, abandoning that tactic against enemies with high armor classes.
Base Statistics Without barkskin, greater magic fang, and heroism, the fighter's statistics are Senses Perception +2; AC 20, touch 16, flat-footed 16; Fort +17, Ref +15, Will +14; Melee unarmed strike +30/+25/+20/+15 (1d8+14 plus 2d6) or mwk ranseur +27/+22/+17/+12 (2d4+11/×3); Ranged+1 returning javelin +25 (1d6+10); CMB +24 (+28 grapple); Skills Acrobatics +21 (+30 when jumping), Intimidate +22.
Statistics
Str 22, Dex 16, Con 14, Int 10, Wis 14, Cha 8
Base Atk +18; CMB +26 (+30 grapple); CMD 40 (42 vs. grapple)
Feats Deflect Arrows, Dodge, Greater Grapple, Greater Penetrating Strike, Greater Weapon Focus (unarmed strike), Greater Weapon Specialization (unarmed strike), Improved Grapple, Improved Iron Will, Improved Unarmed Strike, Iron Will, Lightning Reflexes, Mobility, Nimble Moves, Penetrating Strike, Power Attack, Stunning Fist, Toughness, Weapon Focus (unarmed strike), Weapon Specialization (unarmed strike)
Skills Acrobatics +23 (+32 when jumping), Intimidate +24
Languages Common, Orc
SQ armor training 4, orc blood, weapon familiarity
Combat Gearpotion of barkskin (CL 12th), potion of cure serious wounds, potion of greater magic fang (CL 16th), potions of haste (2), potion of heroism, potion of shield of faith (18th); Other Gear+1 returning javelin, masterwork ranseur, belt of physical perfection +2, boots of striding and springing, bracers of armor +4, cloak of resistance +4, dusty rose prism ioun stone, monk's robe, ring of sustenance, vicious amulet of mighty fists, masterwork manacles (2), silk rope (50 ft.), 779 gp
Many failed disciples wander the land purely to prove their martial prowess. Others latch on to evil cults, dealing death for a dark god.
As a child, a cult of apocalyptic monks kidnapped Urguk to raise him as a champion of their order. Their teachings of violence and scorn for life took hold, but their attempts to install obedience and inner discipline did not. Urguk mastered many of their techniques, but never in a fashion that pleased them. Frustrated by his failures and unwilling to let Urguk leave with intimate knowledge of their order, the monks decided to terminate their experiment.
Urguk had learned their lessons better than he knew. He killed the monks sent to murder him and fled into the night.
Crime Lord CR 18
XP 153,600
Gnome fighter 19
N Small humanoid (gnome)
Init +7; Senses low-light vision; Perception +1
Defense
AC 34, touch 18, flat-footed 29 (+11 armor, +2 deflection, +3 Dex, +2 dodge, +5 natural, +1 size)
hp 204 (19d10+95)
Fort +20, Ref +14, Will +11; +2 vs. illusions, +5 vs. fear
Defensive Abilitiesblink, bravery +5, defensive training (+4 dodge bonus to AC vs. giants); DR 5/—
Offense
Speed 40 ft.
Melee+2 dwarven urgrosh +30/+30/+25/+20/+15 (1d4+12/19–20/×3), +2 dwarven urgrosh +30 (1d6+12/19–20/×3) or +2 dwarven urgrosh (two-handed) +32/32/+27/+22/+17 (1d4+14/19–20/×3) or +1 spiked armor +28/+28/+23/+18/+13 (1d4+8)
Ranged dart +27/+27/+22/+17/+12 (1d4+7)
Special Attacks +1 on attack rolls against goblinoid and reptilian humanoids, weapon training (double +4, thrown +3, close +2, hammers +1)
Gnome Spell-Like Abilities (CL 19th; concentration +20)
1/day—dancing lights, ghost sound (DC 11), prestidigitation, speak with animals
Tactics
Before Combat The fighter drinks his potions of barkskin and bear's endurance, then activates his ring of blinking and boots of speed.
During Combat The fighter starts off with a Dazzling Display, then engages in melee, fighting less armored enemies first. He deals most of his attacks with the spear end of his weapon.
Base Statistics Without barkskin, bear's endurance, blink from his ring of blinking, and haste from his boots of speed, the fighter's statistics are AC 28, touch 17, flat-footed 24; hp 166; Fort +18, Ref +13; Defensive Abilities no blink; Speed 20 ft.; Melee+2 dwarven urgrosh +29/+24/+19/+14 (1d4+12/19–20/×3), +2 dwarven urgrosh +29 (1d6+12/19–20/×3) or +2 dwarven urgrosh (two-handed) +31/+26/+21/+16 (1d4+14/19–20/×3) or +1 spiked armor +27/+22/+17/+12 (1d4+8); Ranged dart +26/+21/+16/+11 (1d4+7); Con 16; CMB+22; CMD 38.
Statistics
Str 18, Dex 16, Con 20, Int 12, Wis 8, Cha 12
Base Atk +19; CMB +23; CMD 39
Feats Blind-Fight, Dazzling Display, Diehard, Disruptive, Dodge, Double Slice, Endurance, Exotic Weapon Proficiency (dwarven urgrosh), Improved Critical (dwarven urgrosh), Improved Initiative, Iron Will, Nimble Moves, Persuasive, Power Attack, Quick Draw, Spellbreaker, Step Up, Two-Weapon Fighting, Weapon Focus (dwarven urgrosh), Weapon Specialization (dwarven urgrosh)
Skills Bluff +19, Diplomacy +18, Intimidate +30, Knowledge (local) +13, Perception +1, Profession (gambler) +5, Sense Motive +18
Languages Common, Gnome, Sylvan
SQ armor mastery, armor training 4
Combat Gearpotion of barkskin (CL 12th), potion of bear's endurance, potions of cure serious wounds (2); Other Gear+2 full plate with +1 armor spikes, +2/+2 dwarven urgrosh, darts (10), belt of giant strength +4, boots of speed, circlet of persuasion, cloak of resistance +4, hat of disguise, ring of blinking, ring of protection +2, ruby signet ring (worth 1,000 gp), 5,075 gp
Though most criminal masterminds work behind the scenes, crime lords don't mind getting their hands dirty.
When Tontelizi first took to a life of crime, he was relegated to leg-breaking as a joke on his slight stature—and collections doubled. Soon, the crime family found that Tontelizi excelled at any task involving extortion, intimidation, or violence. When the patriarch's health failed—assisted by Tontelizi's poison—the gnome eliminated two likely successors and cowed the rest with threats and blackmail. He was chosen to take over the family with nearly unanimous support.
Infernal Champion CR 19
XP 204,800
Human fighter 20
LE Medium humanoid (human)
Init +8; Senses Perception +4
Defense
AC 30, touch 13, flat-footed 27 (+12 armor, +3 Dex, +5 natural)
hp 233 (20d10+119)
Fort +24, Ref +19, Will +17; +5 vs. fear
Defensive Abilities bravery +5, no need to breathe; DR 5/—
Offense
Speed 30 ft., fly 60 ft. (good)
Melee+3 unholy cold iron falchion +40/+35/+30/+25 (2d4+23/15–20/×3 plus 2d6 vs. good) or mwk light pick +34/+29/+24/+19 (1d4+10/×4), or mwk alchemical silver falchion +38/+33/+28/+23 (2d4+19/15–20/×3)
Ranged+1 shock composite longbow +30/+25/+20/+15 (1d8+12/×3)
Special Attacks weapon mastery (falchion), weapon training (heavy blades +4, bows +3, axes +2, close +1)
Tactics
Before Combat The fighter applies oil of greater magic weapon to his falchion and oil of magic vestment, then drinks his potions of barkskin, heroism, and bear's endurance and activates his boots of flying.
During Combat The fighter attacks a single enemy until he deals a pair of critical hits, then switches to another. He usually opts to inflict stun and bleed, then blind and exhaust. He goes after good outsiders, paladins, and clerics of good-aligned deities first.
Base Statistics Without barkskin, bear's endurance, greater magic weapon, heroism, and oil of magic vestment, the fighter's statistics are Senses Perception +2; AC 23, touch 13, flat-footed 20; hp 193; Fort +20, Ref +17, Will +15; Speed 30 ft.; Melee+1 unholy cold iron falchion +36/+31/+26/+21 (2d4+21/15–20/×3 plus 2d6 vs. good), or mwk light pick +32/+27/+22/+17 (1d4+14/×4), or mwk silver falchion +36/+31/+26/+21 (2d4+19/15–20/×3); Ranged+1 shock composite longbow +28/+23/+18/+13 (1d8+12/×3); Con 14; CMB +28; SkillsAcrobatics +23, Intimidate +24, Linguistics +0, Perception +2
Statistics
Str 26, Dex 17, Con 18, Int 8, Wis 12, Cha 10
Base Atk +20; CMB +30; CMD 41
Feats Bleeding Critical, Blinding Critical, Cleave, Critical Focus, Critical Mastery, Exhausting Critical, Greater Penetrating Strike, Greater Weapon Focus (falchion), Greater Weapon Specialization (falchion), Improved Critical (falchion), Improved Initiative, Iron Will, Lightning Reflexes, Penetrating Strike, Power Attack, Staggering Critical, Step Up, Stunning Critical, Tiring Critical, Toughness, Weapon Focus (falchion), Weapon Specialization (falchion)
Skills Acrobatics +25, Fly +8, Intimidate +26, Linguistics +2, Perception +4
Languages Common, Infernal
SQ armor mastery, armor training 4
Combat Gearoil of greater magic weapon (CL 12th), oil of magic vestment (CL 12th), potion of barkskin (CL 12th), potion of bear's endurance, potions of cure serious wounds (2), potion of heroism, potion of shield of faith (CL 18th); Other Gear+1 full plate, +1 shock composite longbow (+8 Str) with 50 arrows, +1 unholy cold iron falchion, masterwork alchemical silver falchion, masterwork light pick, belt of physical might +4 (Str, Dex), clear spindle ioun stone, cloak of resistance +5, pale green prism ioun stone, winged boots, 2,788 gp