Monsters
Adventurers
Rapscallions, hired hands, monster hunters, tomb raiders, champions, and scoundrels, adventurers come with all manner of skills and agendas. While they might be questing heroes seeking to thwart villains and right wrongs, they might also be dangerous thieves seeking to make a fortune in valuable relics. These NPCs can serve as allies for a PC party or even as hirelings for a day or a single dungeon crawl. Alternately, they could be rival adventurers seeking to thwart the PCs in their own mission. Whether as allies or rivals, these NPCs might appear any time a party comes to realize they aren't the only adventurers around.
Init: +6. Senses: Perception +6. Ac: 16, touch 12, flat-footed 14 (+4 mage armor, +2 Dex).
Hp: 33 (6d6+12).
Fortitude: +3. Reflex: +4. Will: +5.
Speed: 30 ft.. Melee: dagger +2 (1d4-1/19-20) or wand of shocking grasp +2 touch (1d6 electricity). Ranged: dagger +5 (1d4-1/19-20). Special Attacks: intense spells +3. Strength: 9. Dexterity: 14. Constitution: 12. Intelligence: 17. Wisdom: 10. Charisma: 13.
Base Attack: +3. Cmb: +2. Cmd: 17.
Feats: Combat Casting, Craft Wand, Defensive Combat Training, Improved Initiative, Scribe Scroll, Spell Focus (evocation).
Skills: Craft (Armor) +10, Craft (Weapons) +10, Fly +11, Knowledge (arcana) +12, Knowledge (engineering) +7, Knowledge (geography) +7, Knowledge (history) +7, Perception +6, Ride +6, Spellcraft +12.
Languages: Common, Draconic, Elven, Giant. Special Qualities: arcane bond (wand). Combat Gear: scrolls of fly (2), invisibility (2), minor image (2), wand of magic missile (CL 5, 50 charges, arcane bond item), wand of shocking grasp (50 charges), tanglefoot bags (3). Other Gear: daggers (2), 20 gp. Boon: A battle mage can create scrolls at a 10% discount..
arcane school spell-like abilities: (CL 6th; concentration +9); 6/day-force missile (1d4+3) wizard spells prepared: (CL 6th; concentration +9)
3rd-dispel magic, fly, haste, fireball (2) (DC 17)
2nd-flaming sphere (DC 16), glitterdust (DC 15), mirror image, protection from arrows, scorching ray (DC 16)
1st-burning hands (DC 15), color spray (DC 14), expeditious retreat, mage armor (already cast), shocking grasp
0 (at will)-dancing lights, detect magic, light, message
Prohibited Schools
enchantment, necromancy
A battle mage is always ready for a fight. She knows that the one who strikes first strikes best. Never lacking in firepower, her versatility on the battlefield is always appreciated. Battle mages make excellent military fire support and magical bodyguards. They can be found alone, guarding a traveling merchant (CR 7) or guide (CR 8) or adventuring with a medium or minstrel, monster hunter or gladiator, and tomb raider (CR 9). A squad of four battle mages (CR 9) might be attached to an army.
Init: +3. Senses: Perception +10. Ac: 18, touch 13, flat-footed 15 (+4 armor, +3 Dex, +1 shield).
Hp: 45 (6d10+12).
Fortitude: +6. Reflex: +8. Will: +3.
Speed: 30 ft.. Melee: mwk battleaxe +10/+5 (1d8+3/×3) or dagger +9/+4 (1d4+3/19-20). Ranged: +1 composite longbow +10/+5 (1d8+4) or Rapid Shot +1 composite longbow +8/+8/+3 (1d8+4/×3) or dagger +9 (1d4+3/19-20). Special Attacks: favored enemy (magical beasts +4, monstrous humanoids +2). Strength: 16. Dexterity: 16. Constitution: 13. Intelligence: 10. Wisdom: 12. Charisma: 8.
Base Attack: +6. Cmb: +9. Cmd: 22.
Feats: Endurance, Improved Precise Shot, Mounted Archery, Mounted Combat, Point-Blank Shot, Rapid Shot, Self-Sufficient.
Skills: Climb +11, Handle Animal +8, Heal +8, Knowledge (nature) +5, Perception +10, Ride +11, Stealth +11, Survival +12 (+15 to follow tracks), Swim +7.
Languages: Common. Special Qualities: hunter's bond (animal companion [hawk]), favored terrain (forest +2), track +3, wild empathy +5.
Gear: masterwork chain shirt, masterwork buckler, masterwork battleaxe, dagger, +1 composite longbow (+3 Str) with 40 arrows, cold iron arrows (10), alchemical silver arrows (10), light horse (combat trained), saddle, 4 gp. Boon: A monster hunter can locate and track a particular wild beast or monster, leading the PCs to its lair..
ranger spells prepared: (CL 3rd; concentration +3)
A monster hunter is a clever, experienced hunter, riding the forest trails with her faithful hawk serving as her eyes above. Whether seeking a reward or bounty, an impressive trophy, or simply an epic fireside tale of the hunt, a monster hunter seldom rests or tarries long when she hears whispered tales of wild things on the prowl. Monster hunters can be outriders and protectors of the wilderness or skilled hunters. Different types of monster hunters can be easily created by changing the monster hunter's favored enemy, favored terrain, or animal companion.
A merchant prince often has a pair of monster hunters on payroll (CR 10) to dispose of threats to business. Patrols of four monster hunters (CR 9) might serve as wilderness border guards A monster hunter may also adventure with a battle mage, a medium or minstrel, and a tomb raider (CR 9).
Tomb Raider
Init: +3. Senses: Perception +14. Ac: 17, touch 13, flat-footed 14 (+3 armor, +3 Dex, +1 shield).
Hp: 45 (6d8+18).
Fortitude: +6. Reflex: +8. Will: +2. Defensive Abilities: evasion, trap sense +2, uncanny dodge.
Speed: 30 ft.. Melee: short sword +7 (1d6+1/19-20). Ranged: mwk shortbow +8 (1d6/×3). Special Attacks: sneak attack +3d6. Strength: 12. Dexterity: 17. Constitution: 14. Intelligence: 14. Wisdom: 10. Charisma: 8.
Base Attack: +4. Cmb: +5. Cmd: 18.
Feats: Great Fortitude, Skill Focus (Disable Device), Stealthy, Weapon Finesse.
Skills: Acrobatics +12, Appraise +11, Bluff +5, Climb +10, Disable Device +20, Escape Artist +14, Knowledge (dungeoneering) +11, Knowledge (local) +6, Linguistics +6, Perception +14 (+17 to find traps), Sleight of Hand +12, Stealth +14, Swim +5, Use Magic Device +8.
Languages: Aklo, Common, Terran, Undercommon. Special Qualities: rogue talents (fast stealth, rogue crawl, trap spotter), trapfinding +3. Combat Gear: antitoxin. Other Gear: masterwork studded leather, masterwork buckler, masterwork shortbow with 20 arrows, short sword, eyes of the eagle, magnifying glass, masterwork thieves' tools, sunrod, 18 gp. Boon: A tomb raider could agree to appraise the PCs' goods or to travel with them and disable a trap..
Tomb raiders are cunning explorers of ruined delves and trap-haunted dungeons and daring looters of ancient, treasure-laden crypts. They are invaluable allies, helping any would-be explorers get in and out without falling prey to lurking death and hidden danger. Of course, if a tomb raider should happen to find and keep the choicest bits for himself, who would know? He would never tell. A tomb raider might also be found as a rival inside a dungeon, perhaps seeking to loot the treasure inside before the PCs can. Replacing his Sleight of Hand skill with Craft (trapmaking) makes him an even more dangerous foe.
Tomb raiders make excellent burglars and scouts. A tomb raider often works alone, but he may also cooperate with an archaeologist and a pair of burglars (CR 8). A tomb raider scout might be found with a monster hunter (CR 7) or even with a group of four raiders (CR 9). Adventuring tomb raiders often travel with a medium or minstrel, a battle mage, and a gladiator or monster hunter (CR 9).
Brigands
All sorts of dangers stalk the roads and frontiers of untamed lands. Aside from monsters, uncouth thugs and dangerous miscreants unfit for life among civilized folk beat their living out of travelers and settlers daring to find their own paths. Whether lone highwayman or bands of ambush-laying robbers, these pirates of the trade ways are more than unthinking beasts—they're cunning bandits who know their prey and deadly art all too well.
Init: +2. Senses: Perception -1. Ac: 17, touch 13, flat-footed 14 (+3 armor, +2 Dex, +1 dodge, +1 shield).
Hp: 11 (2d10).
Fortitude: +3. Reflex: +2. Will: -1.
Speed: 30 ft.. Melee: rapier +3 (1d6+1/18-20) or sap +3 (1d6+1 nonlethal). Ranged: composite longbow +4 (1d8+1/×3). Strength: 13. Dexterity: 14. Constitution: 11. Intelligence: 10. Wisdom: 8. Charisma: 9.
Base Attack: +2. Cmb: +3. Cmd: 16.
Feats: Dodge, Point Blank Shot.
Skills: Climb +4, Handle Animal +3, Intimidate +3, Ride +5, Stealth +2.
Languages: Common.
Gear: studded leather, buckler, composite longbow (+1 Str) with 20 arrows, rapier, sap, light horse (combat trained). Boon: Bandits can allow the PCs to pass without robbing them and can alert them to ambush sites within a day's travel, granting a +2 circumstance bonus on Perception checks to notice ambushes. They might also be able to get the PCs an audience with a powerful local bandit lord..
Bandits are the scourge of the highway, robbing the rich and poor alike. Freebooting scoundrels simply out for a good time, bandits care only about themselves and their band of rogues. They accost and shake down innocent travelers, hijack poorly-guarded merchant caravans, charge tolls at remote bridges, or simply plunder isolated farmsteads and villages.
Bandits can be deserters from an army, disaffected huntsmen, rootless drifters with no taste for hard work, cattle rustlers or horse thieves, or even folk-hero freedom fighters who rob from the rich to feed the poor.
Bandits can be used as low-level archer soldiers (N alignment, replace Dodge feat with Weapon Focus [longbow]) or crossbowmen (replace longbow with light or heavy crossbow), or as guards manning city walls (LN alignment, replace rapiers with longswords and replace Dodge feat with Weapon Focus [longsword]). They can also be used as bored young nobles or dandies out on a hunt or as low-level scouts or outriders.
Bandits are usually found in pairs (CR 1) or in a gang of a dozen accompanying a highwayman (CR 8). They often make up the rank-and-file members of a bandit lord's gang (CR 12).
Init: +4. Senses: Perception +7. Ac: 19, touch 14, flat-footed 15 (+5 armor, +4 Dex).
Hp: 53 (7 HD; 4d10+3d8+18).
Fortitude: +8. Reflex: +9. Will: +2; +1 vs. fear. Defensive Abilities: bravery +1, evasion, trap sense +1.
Speed: 30 ft.. Melee: +1 spiked chain +12/+7 (2d4+4) or sap +10/+5 (1d6+1 nonlethal). Ranged: mwk composite longbow +11/+6 (1d8+1/×3). Special Attacks: sneak attack +2d6. Strength: 12. Dexterity: 18. Constitution: 14. Intelligence: 13. Wisdom: 8. Charisma: 10.
Base Attack: +6. Cmb: +10 (+14 when tripping). Cmd: 21 (23 vs. trip).
Feats: Agile Maneuvers, Combat Expertise, Deceitful, Exotic Weapon Proficiency (spiked chain), Improved Feint, Improved Trip, Weapon Finesse, Weapon Focus (spiked chain), Weapon Specialization (spiked chain).
Skills: Acrobatics +14, Appraise +5, Bluff +12, Climb +5, Disable Device +11, Disguise +14, Escape Artist +10, Intimidate +4, Perception +7 (+8 to find traps), Ride +9, Sleight of Hand +8, Stealth +14, Swim +5.
Languages: Common, Halfling. Special Qualities: armor training 1, rogue talent (finesse rogue), trapfinding +1. Combat Gear: potion of invisibility. Other Gear: +1 chain shirt, +1 spiked chain, masterwork composite longbow (+1 Str) with 20 arrows, sap, cloak of resistance +1, disguise kit, light horse (combat trained) with saddle, silk rope, smokestick, thieves' tools. Boon: Highwaymen can allow the PCs to pass without being robbed, or they could attempt to steal an item or deliver a secret message directly to an NPC..
Highwaymen are notorious outlaws or flamboyant criminals who flaunt the law, prey upon innocent travellers, and revel in the discomfiture their predations have upon the local constabulary. Highwaymen love deception and trickery and elevate taunting to an art form. For highwaymen, the humiliation of an enemy can be more important than a successful heist. Highwaymen can be used as expert spies or scouts, or even as agile gladiators.
Two highwaymen might be the bodyguards of a guildmaster (CR 11), while a trio of highwaymen may serve as the henchmen of a bandit lord or bounty hunter (CR 12). A lone highwayman may lead a gang of a dozen bandits (CR 8) or travel with a minstrel and a pair of cavalry for his gang (CR 9).
Init: +6. Senses: Perception +10. Ac: 25, touch 18, flat-footed 18 (+5 armor, +1 deflection, +6 Dex, +1 dodge, +2 shield).
Hp: 74 (12 HD; 8d10+4d8+12).
Fortitude: +9. Reflex: +13. Will: +4; +2 vs. fear. Defensive Abilities: bravery +2, evasion, trap sense +1, uncanny dodge.
Speed: 30 ft.. Melee: +1 frost keen rapier +20/+15/+10 (1d6+6/15-20 plus 1d6 cold) or sap +17/+12/+7 (1d6+2 nonlethal). Ranged: mwk composite longbow +18/+13/+8 (1d8+2/×3). Special Attacks: rogue talent (bleeding attack), sneak attack +2d6, weapon training (light blades +1). Strength: 14. Dexterity: 22. Constitution: 13. Intelligence: 8. Wisdom: 10. Charisma: 12.
Base Attack: +11. Cmb: +13. Cmd: 31.
Feats: Bleeding Critical, Blind-Fight, Critical Focus, Dazzling Display, Dodge, Improved Critical (rapier), Mobility, Shatter Defenses, Spring Attack, Vital Strike, Weapon Finesse, Weapon Focus (rapier), Weapon Specialization (rapier).
Skills: Acrobatics +20, Appraise +3, Bluff +10, Climb +6, Diplomacy +5, Disable Device +12, Escape Artist +10, Handle Animal +5, Intimidate +16, Knowledge (local) +5, Perception +10 (+12 to find traps), Ride +10, Sense Motive +5, Stealth +21, Survival +4.
Languages: Common. Special Qualities: armor training 2, rogue talent (finesse rogue), trapfinding +2. Combat Gear: potion of enlarge person. Other Gear: +1 chain shirt, +1 buckler, +1 frost keen rapier, masterwork composite longbow (+2 Str) with 20 arrows, sap, belt of incredible dexterity +2, boots of striding and springing, cloak of resistance +1, ring of protection +1, light horse (combat trained) with saddle, thieves' tools. Boon: Bandit lords can grant safe passage from bandit attacks for the PCs and their allies for up to 3 days. They can also arrange the purchase or sale of goods as if the gp limit was for a community one size larger..
Bandit lords are the daring masterminds of entire gangs of bandits, often ruling over camps in the centers of trackless woods or the equally trackless warrens of a slum or sewer inside a great city. Some hide their identity behind disguises or a nom de guerre, while others strive for fame or infamy. Bandit lords can be used as assassins, duelists, or royal swordmasters. Bandit lords may have a pair of sellswords as bodyguards and sparring partners (CR 12), or may travel with a battle mage, sellsword, and a gang of eight bandits (CR 12).
City Watch
Whether a lone constable minding a sleepy burg or officers of a highly trained force in a vast metropolis, members of the city watch patrol their beats, staving off the criminal elements and keeping innocents safe from harm. The best-organized city watches employ members with a variety of skills, from expert combatants to spell-casters, and often organize them in ranks similar to military orders. Yet as often as guards serve as welcome allies, crooked watchmen abound, and even the best only serve those who prove they're on the right side of the law.
Init: +0. Senses: Perception +3. Ac: 18, touch 10, flat-footed 18 (+8 armor).
Hp: 19 (3d10+3).
Fortitude: +4. Reflex: +1. Will: +1.
Speed: 20 ft.. Melee: halberd +5 (1d10+3/×3) or heavy flail +5 (1d10+3/19-20) or sap +5 (1d6+2 nonlethal). Ranged: heavy crossbow +3 (1d10/19-20). Strength: 14. Dexterity: 11. Constitution: 13. Intelligence: 9. Wisdom: 10. Charisma: 8.
Base Attack: +3. Cmb: +5 (+7 sunder). Cmd: 15 (17 vs. sunder).
Feats: Alertness, Improved Sunder, Power Attack.
Skills: Intimidate +5, Perception +3, Ride -3, Sense Motive +2.
Languages: Common. Combat Gear: potions of cure light wounds (2). Other Gear: half-plate, heavy crossbow with 10 bolts, halberd, heavy flail, sap, 5 gp. Boon: A guard can give accurate directions to any non-secret location in the city and can allow a PC to enter or leave through a gate after hours or without paying a gate tax..
Guards of the city watch are vigilant soldiers, dedicated to keeping the peace and maintaining order. They defend the city walls and gates against external threats, but they also stand ready to break up fights and brawls, disarming or sundering weapons drawn in anger, forcing unruly citizens apart, and tending the wounded.
Different types of guards may be created with lighter armor (breastplates and heavy shields) and one-handed weapons (battle axes or longswords). Replacing guards' halberds with glaives, guisarmes, or ranseurs gives them a reach attack. Outfitting guards with pikes makes a group of pikemen, while giving them tower shields and short swords creates crossbowmen for a siege. Temple guards can replace Improved Sunder with Exotic Weapon Proficiency (two-bladed sword). Prison guards might replace Improved Sunder with Improved Unarmed Strike and Power Attack with Exotic Weapon Proficiency (whip). Four guards and a turnkey (CR 6) or a torturer (CR 7) can provide security for a small prison or dungeon.
Guards may be encountered alone, in pairs (CR 3), in groups of four (CR 5), or as a patrol of six accompanied by a guard officer (CR 7), depending on how dangerous their city or neighborhood is.
Init: +1. Senses: Perception +3. Ac: 20, touch 11, flat-footed 19 (+9 armor, +1 Dex).
Hp: 34 (4d10+12).
Fortitude: +6. Reflex: +2. Will: +1; +1 vs. fear. Defensive Abilities: bravery +1.
Speed: 20 ft.. Melee: mwk guisarme +9 (2d4+5/×3) or sap +7 (1d6+3 nonlethal). Ranged: net +5 ranged touch (entangle) or javelin +5 (1d6+2). Space: 5 ft.. Reach: 5 ft. (10 ft. with guisarme). Strength: 16. Dexterity: 13. Constitution: 14. Intelligence: 10. Wisdom: 10. Charisma: 12.
Base Attack: +4. Cmb: +7. Cmd: 18.
Feats: Combat Reflexes, Dazzling Display, Exotic Weapon Proficiency (net), Skill Focus (Intimidate), Weapon Focus (guisarme), Weapon Specialization (guisarme).
Skills: Intimidate +11, Perception +3, Ride +2, Sense Motive +2.
Languages: Common. Special Qualities: armor training 1. Combat Gear: potion of cure light wounds. Other Gear: full plate, masterwork guisarme, javelin, nets (2), sap. Boon: A guard officer can alert the PCs to local customs, traditions, tricks, and suspicious activity, granting a +2 bonus for 24 hours on opposed Perception and Sense Motive checks within the city. She can also arrange a meeting with a watch captain for the PCs..
Guard officers supervise guards in their duties and respond to major disturbances, using their grim demeanors and skill at arms to quell conflict. They coordinate well in battle with the guards under their command, rounding up troublemakers and preventing their escape.
Guard officers can also be used as highly skilled gladiators or flamboyant bounty hunters. They might even be found as royal guardsmen in a king's throne room. In an evil society, guard officers may wear spiked armor and be outfitted with scythes or spiked chains instead of guisarmes and poisoned hand crossbows instead of nets.
Guard officers usually patrol with four guards (CR 6), or three guard officers may serve as adjutants to a watch captain (CR 8). Two guard officers can escort a battle mage (CR 7) to respond to magical threats. Four guard officers and a champion (CR 10) form an elite arena fighting team, while two guard officers and two slavers (CR 7) might guard a valuable shipment of slaves.
Init: +1. Senses: Perception +6. Ac: 20, touch 11, flat-footed 19 (+9 armor, +1 Dex).
Hp: 57 (7d10+19).
Fortitude: +8. Reflex: +4. Will: +4; +2 vs. fear. Defensive Abilities: bravery +2.
Speed: 30 ft.. Melee: +1 halberd +14/+9 (1d10+10/×3) or sap +11/+6 (1d6+4 nonlethal). Ranged: composite longbow +8/+3 (1d8+4/×3). Special Attacks: weapon training (pole arms +1). Strength: 18. Dexterity: 12. Constitution: 14. Intelligence: 13. Wisdom: 8. Charisma: 10.
Base Attack: +7. Cmb: +11 (+15 trip). Cmd: 22 (24 vs. trip).
Feats: Alertness, Combat Expertise, Dazzling Display, Greater Trip, Improved Trip, Iron Will, Persuasive, Weapon Focus (halberd), Weapon Specialization (halberd).
Skills: Diplomacy +5, Handle Animal +4, Intimidate +12, Knowledge (engineering) +5, Perception +6, Profession (soldier) +5, Ride +2, Sense Motive +8.
Languages: Common, Halfling. Special Qualities: armor training 2. Combat Gear: potions of cure moderate wounds (2), tanglefoot bags (2). Other Gear: masterwork full plate, +1 halberd, composite longbow (+4 Str) with 20 arrows, sap, cloak of resistance +1, 35 gp. Boon: A watch captain may detain an NPC of up to 9th level for 24 hours and allow a single PC access for questioning, or he could assign one patrol of guards to assist the PCs inside the city for up to 1 hour..
Watch captains are stern and canny veterans, experienced soldiers who have seen it all on the battlefield and lived to tell the tale. Quick of mind and naturally suspicious, they are thorough and professional in leading investigations yet also tactful when dealing with highborn and lowborn alike.
Watch captains might also be used as high-ranking officers or low-ranking generals in an army, while a single watch captain can serve as the castellan of a fortress. Replacing the halberd and Improved Trip feat with a ranseur and Improved Disarm creates a watch captain who disarms opponents instead of tripping them.
Watch captains may be encountered leading an investigative team of a guard officer and a battle mage (CR 8) or leading larger patrols in force (CR 8 for one patrol of an officer and four guards; +1 CR per additional patrol). A watch captain might also be encountered as the non-noble companion of a holy warrior or knight (CR 8).
Coliseum
Whether exotic warriors hired to perform as entertainers or skilled criminals forced to fight for survival, the combatants of coliseums face dire threats for the enjoyment of throngs of spectators. Such characters might serve a variety of roles, and one day's allies might be the next day's opponents. In all cases, these characters live to do battle and survive only by their brutality and skill, spreading blood upon arena sands, prison yards, or savage battlefields, or wherever they pass.
Init: +3. Senses: Perception +10. Ac: 21, touch 12, flat-footed 17 (+7 armor, +3 Dex, +1 dodge, -2 rage, +2 shield).
Hp: 57 (6 HD; 3d12+3d10+21).
Fortitude: +9. Reflex: +5. Will: +5; +1 vs. fear. Defensive Abilities: bravery +1, trap sense +1, uncanny dodge.
Speed: 40 ft.. Melee: mwk trident +13/+8 (1d8+5) or mwk trident +11/+6 (1d8+5) and +1 light steel shield with mwk shield spikes +10 (1d6+5). Ranged: mwk trident +11 (1d8+5) or javelin +9 (1d6+5). Special Attacks: rage (9 rounds/day), rage powers (knockback). Strength: 20. Dexterity: 16. Constitution: 17. Intelligence: 8. Wisdom: 12. Charisma: 10.
Base Attack: +6. Cmb: +11. Cmd: 25.
Feats: Dodge, Double Slice, Improved Shield Bash, Shield Focus, Two-Weapon Fighting, Weapon Focus (trident).
Skills: Acrobatics +10 (+14 jump), Climb +8, Intimidate +5, Perception +10, Swim +8.
Languages: Common. Special Qualities: armor training 1, fast movement.
Gear: +1 breastplate, +1 light steel shield with masterwork shield spikes, javelins (5), masterwork trident, 1 gp. Boon: Gladiators can provide free access to the arena even after hours and can help PCs purchase non-magical exotic weapons at a 10% discount..
Tactics
Base Statistics When not raging, the gladiator has
AC 23, touch 14, flat-footed 19 (+7 armor, +3 Dex, +1 dodge, +2 shield)
hp 45
Fort +7
Will +3
Melee mwk trident +11/+6 (1d8+3) or mwk trident +9/+4 (1d8+3) and +1 light steel shield with mwk shield spikes +8 (1d6+3)
Ranged mwk trident +11 (1d8+3) or javelin +9 (1d6+3)
Str 16
Con 13
CMB +9
CMD 23
Skills Climb +6, Swim +6
Gladiators are as varied in their combat styles as are the nations of their birth, but all seek to trade blood for gold and glory. Many emphasize quickness and defense over brute strength, sizing up their foe before leaping into a blood fury with sword and shield. Gladiators can be used as bodyguards, riot police in a city, or elite military skirmishers. Replacing Dodge with Exotic Weapon Proficency creates an exotic weapon master. Outside the arena, gladiators are rarely found without a pair of drunkards to help celebrate their latest victory (CR 6).
Init: +1. Senses: Perception +11. Ac: 17, touch 11, flat-footed 16 (+5 armor, +1 Dex, +1 shield).
Hp: 59 (7d10+21).
Fortitude: +7. Reflex: +6. Will: +3.
Speed: 30 ft.. Melee: +1 warhammer +12/+7 (1d8+5/×3) or +1 warhammer +10/+5 (1d8+5/×3) and +1 handaxe +10/+5 (1d6+5/×3). Ranged: composite longbow +8/+3 (1d8/×3). Special Attacks: favored enemy (humanoid [human] +4, animal +2). Strength: 18. Dexterity: 13. Constitution: 14. Intelligence: 10. Wisdom: 12. Charisma: 8.
Base Attack: +7. Cmb: +11. Cmd: 22.
Feats: Diehard, Double Slice, Endurance, Improved Two-Weapon Fighting, Lunge, Step Up, Two-Weapon Defense, Two-Weapon Fighting.
Skills: Climb +11, Handle Animal +9, Heal +5, Knowledge (dungeoneering) +5, Knowledge (nature) +5, Perception +11, Ride +10, Stealth +10, Survival +11 (+14 to follow tracks), Swim +10.
Languages: Common. Special Qualities: favored terrain (urban +2), hunter's bond (animal companion), track +3, wild empathy +6, woodland stride.
Gear: +1 chain shirt, +1 handaxe, +1 warhammer, composite longbow with 20 arrows, 26 gp. Boon: Beast masters can assist the PCs for the duration of a single hunt of a humanoid or animal target..
ranger spells prepared: (CL 4th; concentration +5)
1st-longstrider, speak with animals
Beast masters are exotic warriors and beast-tamers who delight the crowds with the help of their wild accomplices, as they are matched in tandem against larger beasts. This often ends poorly for their animal companion, but there are always more beasts to tame and train. Beast masters can be used as lower-level bounty hunters (fighting with paired saps), royal gamekeepers, or big game hunters in the wild.
Typical animal companions for beast master gladiators include apes, bears, big cats, crocodiles, dinosaurs, hyenas, monitor lizards, rhinoceroses, and wolves. Beast masters mounted on roc animal companions can make an elite aerial strike force.
Beast masters and their animal companion may be encountered alone, hunting or simply swapping stories with a monster hunter and a trapper (CR 8), or as a trio working with a bounty hunter (CR 12).
Init: +2. Senses: Perception +4. Ac: 17, touch 10, flat-footed 15 (+7 armor, +2 Dex, -2 rage).
Hp: 105 (10 HD; 5d12+5d10+45).
Fortitude: +12. Reflex: +4. Will: +4; +1 vs. fear. Defensive Abilities: bravery +1, improved uncanny dodge, trap sense +1.
Speed: 40 ft.. Melee: +1 adamantine vicious greatsword +19/+14 (2d6+13/17-20 plus 2d6 vicious) or spiked gauntlet +16/+11 (1d3+6). Ranged: javelin +12 (1d6+6). Special Attacks: rage (14 rounds/day), rage powers (intimidating glare, strength surge +5), weapon training (heavy blades +1). Strength: 22. Dexterity: 14. Constitution: 18. Intelligence: 8. Wisdom: 10. Charisma: 12.
Base Attack: +10. Cmb: +16 (+20 sunder). Cmd: 28 (30 vs. sunder).
Feats: Dazzling Display, Greater Sunder, Improved Critical (greatsword), Improved Sunder, Intimidating Prowess, Power Attack, Shatter Defenses, Weapon Focus (greatsword), Weapon Specialization (greatsword).
Skills: Acrobatics +13 (+17 jump), Climb +10, Handle Animal +5, Intimidate +18 (+20 when raging), Perception +4, Ride +4, Survival +5, Swim +9.
Languages: Common. Special Qualities: armor training 1, fast movement.
Gear: +1 breastplate, +1 adamantine vicious greatsword, javelins (5), spiked gauntlet, 15 gp. Boon: A champion can introduce the PCs to a general, merchant prince, or noble who is a fan, granting a +10 bonus on Diplomacy checks with that person. She can also order a gladiator to assist the PCs for 24 hours..
Tactics
Base Statistics When not raging, the champion has
AC 19, touch 12, flat-footed 17
hp 85
Fort +10
Will +2
Melee +1 adamantine vicious greatsword +17/+12 (2d6+10/17–20 plus 2d6 vicious) or spiked gauntlet +14/+9 (1d3+4)
Ranged javelin +12 (1d6+4)
Str 18
Con 14
CMB +14 (+18 sunder)
CMD 26 (28 vs. sunder)
Skills Climb +8, Swim +7
The champion is mistress of the arena, leaving in her wake a trail of wrecked armaments, battered bodies, and shattered dreams. Raising her bloodied blade, she exults in the roar of the crowd and the terror she inspires in her foes. Champions can also be used as barbarian chieftains or mercenary captains. A champion is usually encountered alone or in the company of a pair of lesser gladiators (CR 10).
Criminals II
The artists and masterminds of all manner of illicit ventures, these criminals make a career of their lawless trades, flaunting the law and gambling with the lives of others for their own gain. While not always outright evil, such characters prove more concerned with themselves than any matter of morality or legality, and they possess the cunning, force of will, or foresight to either dupe or avoid agents of the law. Typically groups of less organized or skilled criminals serve these kingpins, though in some cases, true masters of the illicit arts prefer to work alone.
Init: +2. Senses: Perception +8. Ac: 15, touch 12, flat-footed 13 (+3 armor, +2 Dex).
Hp: 30 (4d10+8).
Fortitude: +8. Reflex: +5. Will: +1; +1 vs. fear. Defensive Abilities: bravery +1.
Speed: 30 ft.. Melee: mwk guisarme +9 (2d4+4/×3) or mwk sap +8 (1d6+3 nonlethal) or spiked gauntlet +7 (1d4+3). Ranged: bolas +7 (1d4+3). Space: 5 ft.. Reach: 5 ft. (10 ft. with guisarme). Special Attacks: favored enemy (humans +2). Strength: 17. Dexterity: 14. Constitution: 14. Intelligence: 10. Wisdom: 12. Charisma: 8.
Base Attack: +4. Cmb: +7. Cmd: 19.
Feats: Combat Reflexes, Exotic Weapon Proficiency (bolas), Precise Shot, Step Up, Weapon Focus (bolas), Weapon Focus (guisarme).
Skills: Climb +12, Handle Animal +3, Knowledge (geography) +4, Perception +8, Ride +7, Stealth +9, Survival +8 (+9 to follow tracks), Swim +8.
Languages: Common. Special Qualities: track +1, wild empathy +1. Combat Gear: feather token (whip), tanglefoot bags (2). Other Gear: masterwork studded leather, bolas (3), masterwork guisarme, masterwork sap, spiked gauntlet, climber's kit, drow poison (2 doses), manacles. Boon: Slavers can provide information on slave-trading routes, major customers, and the likely location of specific enslaved individuals, providing a +2 circumstance bonus on Diplomacy checks to gather information about such topics..
Slavers are the scourge of free societies, sneaking into towns and villages by night and capturing the innocent, spiriting them away to underground slave markets or taking them by ship to mines, plantations, and pleasure palaces across the sea.
Slavers can also be used as riot police, low-level bounty hunters, exotic gladiators, or any kind of guard or soldier who prefers to capture opponents rather than kill them.
Init: +8. Senses: Perception +10. Ac: 18, touch 14, flat-footed 14 (+4 armor, +4 Dex).
Hp: 63 (9 HD; 5d10+4d8+18).
Fortitude: +7. Reflex: +10. Will: +1; +2 vs. poison. Defensive Abilities: uncanny dodge.
Speed: 30 ft.. Melee: +1 kukri +13/+8 (1d4+3/15-20) or +1 kukri +11/+6 (1d4+3/15-20) and mwk kukri +11/+6 (1d4+1/15-20). Ranged: +1 composite shortbow +13/+8 (1d6+3/×3) or shuriken +12/+7 (1d2+2) or shuriken +10/+5 (1d2+2) and shuriken +10/+5 (1d2+1). Special Attacks: death attack (DC 15), favored enemy (humans +4, elves +2), sneak attack +2d6, true death. Strength: 14. Dexterity: 18. Constitution: 14. Intelligence: 12. Wisdom: 8. Charisma: 10.
Base Attack: +8. Cmb: +10. Cmd: 24.
Feats: Deadly Aim, Endurance, Improved Critical (kukri), Improved Initiative, Improved Two-Weapon Fighting, Point Blank Shot, Two-Weapon Fighting, Weapon Finesse.
Skills: Acrobatics +15, Bluff +5, Climb +15, Craft (alchemy) +5, Disable Device +10, Disguise +10, Escape Artist +10, Intimidate +10, Perception +10, Sleight of Hand +15 (+19 to hide weapons), Stealth +21, Survival +10 (+12 to follow tracks), Swim +6.
Languages: Common, Elven. Special Qualities: favored terrain (urban +2), hidden weapons, hunter's bond (allies), poison use, track +2, wild empathy +5. Combat Gear: potions of cure light wounds (2), potion of gaseous form, potion of jump. Other Gear: +1 studded leather, +1 kukri, +1 composite shortbow (+2 Str) with 20 arrows, masterwork kukri, shuriken (20), cloak of elvenkind, climber's kit, disguise kit, giant wasp poison (2), large scorpion venom (2), masterwork thieves' tools. Boon: Slayers can obtain poisons for the PCs at a 20% discount. They can also arrange to kill or capture targets for the PCs' for 20% less than their usual fee (as determined by the GM)..
Criminals I
The lowest criminals haunt the alleys and slums of even the proudest cities. Slinking from their dives and basement lairs to prey upon the weak and unwary, they take what they can, making meager livings that only afford them the opportunity to go on living their violent lives, while ever hoping to make a big score. These lesser criminals often organize into gangs or, under a more influential leader, into whole guilds, becoming significantly more dangerous and daring then they ever could be alone.