Écrit à l'origine par : Orion exemple :
Bloodscale WarriorBloodscale Warrior CR 2
XP 600
Male kobold fighter 2
LE Small humanoid (reptilian)
Init +1; Senses darkvision 60 ft.; Perception +2
DEFENSE
AC 16, touch 14, flat-footed 14 (+2 armor, +1 Dex, +1 natural, +1 size)
hp 13 (2d10)
Fort +2, Ref +1, Will +0
Weakness light sensitivity
OFFENSE
Speed 30 ft.
Melee short spear +4 (1d4 plus poison), flying talon +4 (1d4 plus poison)
Ranged javelin +4 (1d4 plus poison)
Space 5 ft.; Reach 5 ft. (10 ft. with flying talon)
Special Attacks small centipede poison (injury, DC 11, 1/rd. for 4 rds., 1 Dex, 1 save)
Tactics
Before Combat Bloodscale warriors try to coat their weapons in poison if time permits.
During Combat Bloodscale warriors hurl javelins from afar, try to trip or disarm foes with flying talons, or attempt to charge with short spear if mounted.
Morale Bloodscales are brainwashed to fight to the death.
STATISTICS
Str 10, Dex 12, Con 10, Int 11, Wis 10, Cha 9
Base Atk +2; CMB +1 (+3 to trip or disarm with flying talon); CMD 13
Feats Exotic Weapon Proficiency (flying talon), Skill Focus (Perception), Weapon Finesse
Skills Craft (trapmaking) +2, Perception +2, Profession (miner) +2, Stealth +5, Ride +5
Languages draconic
Racial Modifiers +2 Craft (trapmaking), +2 Perception, +2 Profession (miner)
Combat Gear 4 doses small centipede poison
Other Gear short spear, studded leather, flying talon, 2 javelins
Dark Talon HunterDark Talon Hunter
CR 3
XP 800
Male kobold rogue 2/fighter 1
LE Small humanoid (reptilian)
Init +7; Senses darkvision 60 ft.; Perception +8
DEFENSE
AC 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size)
hp 10 (3d6)
Fort +2, Ref +2, Will +5
Weakness light sensitivity
OFFENSE
Speed 30 ft.
Melee dagger +4 (1d3 plus poison), flying talon +4 (1d4 plus poison)
Ranged javelin +4 (1d4 plus poison)
Space 5 ft.; Reach 5 ft. (10 ft. with soul chain)
Special Attacks small centipede poison (injury, DC 11, 1/rd. for 4 rds., 1 Dex, 1 save)
Tactics
Before Combat
During Combat
Morale
STATISTICS
Str 10, Dex 16, Con 11, Int 10, Wis 12, Cha 10
Base Atk +2; CMB +1 (+2 to trip or disarm with flying talon); CMD 14
Feats Exotic Weapon Proficiency (flying talon), Improved Initiative, Weapon Finesse
Skills Acrobatics +8, Climb +6, Craft (trapmaking) +7, Escape Artist +8, Perception +8, Profession (miner) +3, Stealth +9
Racial Modifiers +2 Craft (trapmaking), +2 Perception, +2 Profession (miner)
Languages Draconic
SQ trapfinding
Combat Gear 2 doses of small centipede poison
Other Gear dagger, flying talon, 2 javelins, studded leather armor
Fan Content
This is fan-created
content or a fan conversion.
See here for more details.
Flying Talon
This light exotic piercing weapon consists of a three pronged barbed hook attacked to a length of chain. The talon gives its wielder a reach of 10 feet and deals 1d4 piercing damage (or 1d3 for Small creatures), threatening a critical on a natural 20. In addition, the wielder may initiate disarm or trip attacks with the talon, gaining a +2 bonus on either chick. If the opponent resists the trip attempt and tries to trip him in turn, the wielder may drop the talon to avoid falling prone.
Cost: 15 gp; Weight: 5 lbs.
Forge SpurnedCR 5
XP 1,600
NE Medium undead (fire)
Init +4; Senses darkvision 60 ft.; Perception +10
DEFENSE
AC 16, touch 10, flat-footed16 (+6 armor)
hp 33 (6d8+6); fast healing 5
Fort +2, Ref +2, Will +7
Immune fire, undead traits
OFFENSE
Speed 30 ft.
Melee masterwork adamantine warhammer +9 (1d8+6), soul chain +12 (2d4+7 plus 1d6 fire)
Special Attacks burning barbs, forge breath, soul chain
Space 5 ft.; Reach 5 ft. (10 ft. with soul chain)
Tactics
During Combat The forge spurned unleashed its forge breath on a group of enemies, then uses Improved Sunder to destroy dangerous weapons with its hammer while targeting foes with its soul chain. It tries to drag off foes if possible to soul bind them into the chain.
Morale Forge spurned are not mindless and they will burn forever if sent back to the Black Forge without the requisite number of souls required to appease Droskar. Forge spurned flee if threatened with overwhelming odds or if they can drag off a dead or unconscious foe.
STATISTICS
Str 18, Dex 10, Con –, Int 13, Wis 14, Cha 12
Base Atk +4; CMB +8 (+10 to sunder, +10 to disarm with spiked chain); CMD 18 (20 against sunder)
Feats Improved Initiative, Improved Sunder, Power Attack
Skills Appraise +5, Climb +5, Craft (blacksmithing) +11, Escape Artist +5, Intimidate +8, Knowledge (dungeoneering) +5, Perception +10
Languages Common, Dwarven
SQ eternal damnation
Gear masterwork adamantine warhammer
SPECIAL ABILITIES
Burning Barbs (Su)
Anyone grappling a forge spurned’s body takes 1d6 points of fire damage and 1d6 points of piercing damage.
Forge Breath (Su)
A forge spurned may exhale a cloud of stinging soot, ash, and glowing embers as a standard action in either a 30 ft. cone or a 20 ft. radius spread. It persists for 1d4 rounds. Any living creature in the area is blinded by burning cinders and takes 1d6 points of fire damage per round of exposure (DC 13 Reflex save negates blindness but not damage). Anyone in the thick smoky cloud benefits from concealment as well. The forge spurned may not breath again until it fills its flaccid undead lungs with its bellows (a full round action that provokes attacks of opportunity. This save is
Soul Chain (Su)
A forge spurned’s chain wraps around it’s burning body, granting it a +2 armor bonus per 10 soul links in the chain. The soul chain is treated as a flaming spiked chain with an enchantment bonus equal to +1 per 10 soul links (the forge spurned may command the chain to not deal fire damage, thus allowing the soul chain to drag captives to its forge alive. This forge spurned’s chain has 30 links.
Any slain victim may be soul bound into the chain (as per soul bind), but this necessitates a day of work at a forge and requires a DC 20 Craft (blacksmithing) check. If the check fails, the dead soul escapes. If the victim is alive during the binding process, the check DC is only 15, and may be reattempted the following day if it fails. Anyone may claim a felled forge spurned’s chain, and it will serve its new master willingly, although the wielder must make a DC 20 Will save each sundown or be transformed into a forge spurned, damned to continue collecting souls.
Eternal Damnation (Su)
As long as its chain remains, a forge spurned cannot be truly destroyed. A slain forge spurned rises again at full hit points on the next sundown unless its chain is broken (hardness 8, hp 25, Break DC 20). If a forge spurned’s chain is sundered, it is instantly slain, never to rise again. When a forge spurned’s chain is destroyed, the souls bound within are released.
Fan Content
This is fan-created
content or a fan conversion.
See here for more details.
Source: Paizo Blog
ECOLOGY
Environment underground, dwarven ruins
Organization solitary
Treasure standard
JekkajakJekkajak
CR 5
XP 1,600
Male kobold sorcerer 5
LE Small humanoid (reptilian)
Init +1; Senses darkvision 60 ft.; Perception +14
DEFENSE
AC 19, touch 17, flat-footed 13 (+4 armor, +1 Dex, +2 natural, +1 dodge, +1 size)
hp 21 (5d6)
Fort +4, Ref +4, Will +9
Resist cold 5
Weakness light sensitivity
OFFENSE
Speed 30 ft.
Melee +2 flaming burst dagger +5 (1d4+2/19-20 plus 1d6 fire plus 1d10 fire damage on a critical)
Special Attacks grow 2 claws +5 (1d3, lasts for 5 rounds)
Spells Prepared (CL 6th)
2nd (5/day, 3 left) – bull’s strength, resist energy, summon swarm
1st (7/day, 6 left) – cause fear (DC 14), color spray (DC 14), hypnotism (DC 14), mage armor, magic missile
0 – daze (DC 12), detect magic, detect poison, ghost sound (DC 13), light, prestidigitation, mending
Tactics
Before Combat Jekkajak casts bull's strength on his myrmidons and resist energy and mage armor on himself.
During Combat Jekkajak casts summon swarm to thicken the ranks, and concentrates on it as long as is seems effective. He follows that with magic missile, and if a dangerous fighter-type is present he casts cause fear.
Morale Jekkajak fights to the death.
STATISTICS
Str 10, Dex 13, Con 13, Int 10, Wis 16, Cha 16
Base Atk +3; CMB +3; CMD 12
Feats Combat Casting, Dodge, Eschew Materials
Skills Bluff +9, Craft (trapmaking) +5, Knowledge (arcana) +6, Perception +14, Profession (miner) +5
Racial Modifiers +2 Craft (trapmaking), +2 Perception, +2 Profession (miner)
Languages Common, Draconic
SQ draconic bloodline (white)
Gear Heartripper Blade, cloak of resistance +2, think woolen red robes and sandals, and an emerald cloak clasp (worth 100 gp)
Fan Content
This is fan-created
content or a fan conversion.
See here for more details.
Heartripper Blade
Aura moderate conjuration, divination, and evocation; CL 10th
Slot none; Price 11,302 gp
DESCRIPTION
This +1 dagger is granted baleful powers when used in bloody sacrifice. Whenever used to deliver a coup de grace, the Heartripper Blade pulls the victim's still-beating heart free from his body. You may then consume the heart to gain any of the following abilities.
You may eat the heart to gain a simultaneous remove disease, restoration, and cure serious wounds effect.
You may utter a command word and cause the heart to burst into flame, after which the Blade becomes a +2 flaming burst dagger for 1 hour. This consumes the heart. You may speak a blasphemous second command word to cause the heart to boil and smoke. Breathing in the smoke gives you glimpses of the future or far off places and objects, granting you the ability to use divination or scrying. This consumes the heart.
Construction
Requirements Craft Magic Arms and Armor, flame blade, keen edge, restoration, scrying; Cost 8,002 gp
Notes: As a Pathfinder sorcerer, Jekkajak gains a bloodline. I chose the draconic (white) bloodline, keeping in tune with his description. He gains some new abilities, like cold resistance 5 and the ability to grow claws.
He also gains mage armor and resist energy as bloodline spells, which opens up an extra known spell slot. I chose hypnotism, as I felt it fit. Feel free to replace it with something more appropriate.
JevaJeva (Human Form)
CR 4
XP 1,200
Female human werewolf expert 2/rogue 2
CE Medium humanoid (human, shapechanger)
Init +7; Senses low-light vision, scent; Perception +9
DEFENSE
AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
hp 18 (4d8)
Fort +0, Ref +6, Will +7
Defensive Abilities evasion
OFFENSE
Speed 30 ft.
Melee unarmed -2 (1d3 nonlethal)
Special Attacks sneak attack +1d6
Tactics
Before Combat Jeva waits until the PCs are engaged with another foe or significantly weakened after a battle. At that point, she slips off to transform into hybrid form and then slinks up on the party to sneak attack
During Combat If the PCs are engaged with another opponent, Jeva takes up a flanking position, otherwise she concentrates on the weakest foe and tries to rip him apart.
Morale Jeva is not suicidal and flees if reduced to fewer than 10 hit points
STATISTICS
Str 10, Dex 17, Con 11, Int 12, Wis 14, Cha 15
Base Atk +2; CMB +2; CMD 15 (ZZ vs. specific attack)
Feats Improved Initiative, Iron Will, Skill Focus (Bluff), Weapon Focus (bite)
Skills Acrobatics +10, Bluff +12, Diplomacy +9, Disable Device +10, Intimidate +9, Perception +9, Sense Motive +9, Stealth +10
Languages Common, Elven
SQ change shape, curse of lycanthropy, lycanthropic empathy, trapfinding
Gear garnet ring (worth 10 gp), tattered clothes
Fan Content
This is fan-created
content or a fan conversion.
See here for more details.
Jeva (Hybrid Form)
CR 4
XP 1,200
Female human werewolf expert 2/rogue 2
CE Medium humanoid (human, shapechanger)
Init +7; Senses low-light vision, scent; Perception +9
DEFENSE
AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
hp 30 (4d8+12)
Fort +0, Ref +6, Will +7
Defensive Abilities evasion; DR 5/silver
OFFENSE
Speed 30 ft.
Melee bite +4 (1d6+1 plus trip), 2 claws +3 (1d4+1)
Special Attacks sneak attack +1d6
STATISTICS
Str 12, Dex 17, Con 17, Int 12, Wis 14, Cha 15
Base Atk +2; CMB +3; CMD 16
Feats Improved Initiative, Iron Will, Skill Focus (Bluff), Weapon Focus (bite)
Skills Acrobatics +10, Bluff +12, Diplomacy +9, Disable Device +10, Intimidate +9, Perception +9, Sense Motive +9, Stealth +10
Languages Common, Elven
SQ change shape, curse of lycanthropy, lycanthropic empathy, trapfinding
Gear garnet ring (worth 10 gp), tattered clothes
Two levels of expert were added to Jeva during conversion. This was to make up for the weaker lycanthrope template in Pathfinder, and to keep her CR around 4. She also retains her claw attacks.
Modifié par un utilisateur jeudi 28 avril 2011 11:48:04(UTC)
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