Rules
Core Class NPCs
Core Classes
The Pathfinder RPG gives you a phenomenal number of character options—battle or healing clerics, greatsword or longbow fighters, pickpocket or trap-finding rogues, mind-controller or undead-creator wizards, and so on.
This section gives you useful and interesting NPCs at levels 1–20 for each of the 11 core classes. In general, if an NPC's character level is odd, the character is a fairly normal example of that class. For example, the 3rd-level wizard is a universalist "battle mage" and the 5th-level wizard is a typical transmuter, either of which is suitable for any common situation where you need a wizard stat block in a combat. NPCs with even-numbered character levels get more experimental and thematic. For example, the 2nd-level wizard is an enchanter "street magician," and the 4th-level wizard is a diviner "investigator," which have more specialized uses. This structure means that no matter what CR you need for an encounter, at most you're just one character level away from a standard character. For example, if you need a CR 3 (4th-level) wizard, you could add a level to the 3rd-level wizard or subtract a level from the 5th-level wizard (of course, adding a level is easier than subtracting a level).
All of the NPCs in this section use the "heroic" set of base ability scores (15, 14, 13, 12, 10, 8) and have gear according to the Heroic Level column of the NPC Gear table.
In general, the NPCs do not list mundane gear such as rope, torches, belt pouches, and so on unless it is vital to the character (clerics have a holy symbol, rogues with Disable Device have thieves' tools, and so on). You can assume that an NPC is geared appropriately for his or her profession or adventuring career, and if cost is ever a factor, you can mark off some of the character's extra gear for this purpose or for expendable items such as potions, nearly expended wands, and so on.
The three most common uses for NPCs in this section are as antagonists, allies, and player characters.
Antagonists
If you need someone for your PCs to fight, just pick an NPC stat block and you're ready to go—they're all designed with combat in mind (even if some of them are cowardly or rely on minions or allies). Each includes battle tactics specific to that character, preparations he or she makes before combat (if any), and gear appropriate to the character's level.
For most stat blocks (where space permits), there's additional information about an example character using those statistics. This is useful if you have to create an NPC on the spot and need a few words of background or goals to make that character feel more lifelike to your players—enough to turn a generic "street magician" into "Berwick Thimblethane the enchanter-thief."
Allies
NPC allies may have brief or lengthy roles in the campaign story. The mayor of the campaign's starting town might be a retired adventuring blacksmith (fighter 6) and recurring mentor character in the PCs' lives, or a noble crusader (cleric 5) could join the PCs for just one dungeon encounter. In a game where danger is only a die roll away, it's useful to have stat blocks for long-term and one-shot NPCs in a campaign—after all, if goblins overrun the town, the mayor's going to come out of retirement and help the PCs save the day. You can use all of these NPCs as is for this purpose, and they're good as cohorts as well.
Remember that you can always change an NPC's goals, personality, alignment, abilities, or gear to suit your campaign, and doing so is faster than creating a new NPC from scratch. It doesn't take much to change the stat block for an evil mother of beasts (cleric 10) into a benign animal- or elemental-themed cleric who'll help the PCs.
Player Characters
If you're in a hurry, you can use these characters as PCs instead of NPCs. However, NPCs have much less wealth than PCs of the same level, and if you use these characters as PCs, you should add to or upgrade their gear to make up for this difference. Compare the total gp value for the NPC's heroic level to the amount listed in Table 12–4: Character Wealth by Level .
Notes on Classes
Remember that you always have the option to alter or add to these characters to make them even more useful to your campaign. It's easy to replace some of a character's feats, spells, and magic items from another source. In many cases, swapping class abilities for those of an archetype is fairly easy, as is altering a character's race.
Depending on the nature of the alteration, you might not need to adjust the stat block at all. For example, if the stat block is for a human character and you need a half-elf, each of those races has a bonus to one ability score of your choice, so you don't have to alter the character's ability scores. Unless you let your players see the stat block, they probably won't notice that the "half-elf" has a different feat instead of Skill Focus and more skill points than she should. If you use a human as a dwarf or a half-orc as a gnome, you usually can hand-wave the minor differences between the races and just use the stat block as presented.
The remainder of this section explains specific choices for each of the classes in this chapter.
The barbarian stat blocks are presented with the assumption that the barbarian is raging. Use the Base Statistics line for the barbarian's non-raging statistics.
Bard
Other than spells, bards have few class ability choices that have a significant impact on the stat block. The type of Perform skill the bard uses is mostly cosmetic, and changing the versatile performance skill selection is just a matter of replacing the new skill's bonus with the bard's Perform skill bonus.
Each cleric worships one of the 20 deities, and has two domains and channels positive or negative energy appropriate to that deity. You can use these clerics as worshipers of a similar deity or as clerics of divine concepts (godless clerics). You may instead change the cleric's listed domains, energy channeling, and prepared spells to suit your campaign; for example, you could change the alignment of the noble crusader (cleric 5) to lawful evil, her deity to an evil war deity, and her channel energy from positive to negative to create an evil priest-general.
Each druid is built with the nature bond (domain) class ability instead of an animal companion. If you need a druid with an animal companion, ignore the domain spells and granted powers listed in the druid's stat block and select an animal companion of the appropriate level.
Other than feats, the only fighter class ability that significantly affects the stat block is the character's choices for weapon training. As most fighters choose their best weapons for this ability, if you swap the fighter's weapon for different one with the same enhancement bonus (such as a +1 battleaxe for a +1 longsword), you can use the listed attack bonus for the new weapon.
Monk
Each monk is presented with a normal attack routine (with a weapon or unarmed strike) and a flurry of blows attack routine. You can swap monk weapons or unarmed strikes with the same enhancement bonus (such as a +1 kama for an unarmed strike with a +1 amulet of mighty fists) without changing the math on the stat block.
The divine bond and mercy paladin class abilities don't have much effect on the character's stat block. You can easily swap out the paladin's mercies for other mercies. If the paladin's divine bond is with a weapon and you want to change it to be with a mount, consider spending some of the character's wealth on barding for the mount. If the divine bond is with a mount and you change it to be with a weapon, allocate any wealth for barding or other mount-related items to abilities on the paladin's weapon.
Each ranger is built with the hunter's bond (companion) class ability instead of an animal companion. If you need a ranger with an animal companion, select an animal companion of the appropriate level (ranger level–3).
Many rogue talents —especially talents that modify sneak attack—don't change any numbers in the character's stat block, and they are easy swaps when customizing an NPC. Watch out for combat trick, finesse rogue, and weapon training, which affect the rogue's feats and could alter the character's melee or ranged attacks—or even invalidate the use of a particular weapon.
A sorcerer's bloodline has a significant impact on the character's stat block, affecting spells known, a class skill, feats, and providing one or more bloodline arcana and bloodline powers. Changing a sorcerer's bloodline is not a simple matter unless you're just altering the type of dragon or elemental for the draconic and elemental bloodlines. Fortunately, by using colorful descriptions for the special abilities, your players probably won't notice the difference, so you can use these stat blocks for multiple purposes without rebuilding them.
A wizard's school specialization affects the character's special abilities and spells prepared, and could have an impact on which feats are useful. You can easily change a wizard's focus as long as you don't change the oppositional schools. Some of the wizards in this chapter have familiars; you can replace the familiar with an arcane bonded item. This book does not include stat blocks for familiars because a familiar's abilities are very dependent on the wizard's statistics. The wizard's spellbook is included in his gear; assume the spellbook holds all the spells the wizard has prepared, plus spells from any scrolls the wizard has that he is high enough level to cast. Most level-appropriate scrolls carried are priced as if the wizard had scribed them.
Barbarians
Init: +1. Senses: Perception +5. Ac: 15, touch 9, flat-footed 14 (+6 armor, +1 Dex, –2 rage).
Hp: 17 (1d12+5).
Fortitude: +6. Reflex: +1. Will: +3.
Speed: 30 ft.. Melee: greatsword +6 (2d6+7/19–20) orheavy flail +6 (1d10+7/19–20). Special Attacks: rage (6 rounds/day). Strength: 21. Dexterity: 13. Constitution: 18. Intelligence: 10. Wisdom: 12. Charisma: 8.
Base Attack: +1. Cmb: +6. Cmd: 15.
Feats: Cleave, Power Attack.
Skills: Climb +5, Knowledge (nature) +4, Perception +5, Survival +5, Swim +5.
Languages: Common. Special Qualities: fast movement. Combat Gear: potion of cure light wounds, potion of remove fear, alchemist's fire. Other Gear: breastplate, greatsword, heavy flail, sling with 10 bullets, 5 gp.
Tactics
During Combat The barbarian favors her greatsword and Power Attack when fighting monsters, but uses her flail against weapon-using foes to make disarm and trip combat maneuvers.
Base Statistics When not raging, the barbarian's statistics are
AC 17, touch 11, flat-footed 16
hp 15
Fort +4
Will +1
Melee greatsword +4 (2d6+4/19-20) or heavy flail +4 (1d10+4/19-20)
Ranged sling +2 (1d4+3)
Str 17
Con 14
CMB +4
Skills Climb +3, Swim +3.
This cold, merciless barbarian fights for gold and glory.
Arjana
This mercenary once roamed the wilderness, but now fights to pay for the comforts of civilization.
Init: +2. Senses: Perception +7. Ac: 18, touch 10, flat-footed 16 (+6 armor, +2 Dex, –2 rage, +2 shield).
Hp: 28 (2d12+10).
Fortitude: +7. Reflex: +2. Will: +4; +2 vs. poison, spells, and spell-like abilities. Defensive Abilities: defensive training (+4 dodge bonus to AC vs. giants), uncanny dodge.
Speed: 30 ft.. Melee: mwk dwarven waraxe +7 (1d10+4/×3) ormwk dwarven waraxe +5 (1d10+4/×3), armor spikes +4 (1d6+2) orspiked heavy steel shield +4 (1d8+4). Ranged: throwing axe +4 (1d6+4). Special Attacks: +1 on attack rolls against goblinoid and orc humanoids, rage (8 rounds/day), rage powers (knockback). Strength: 18. Dexterity: 15. Constitution: 19. Intelligence: 10. Wisdom: 14. Charisma: 6.
Base Attack: +2. Cmb: +6. Cmd: 16 (20 vs. bull rush or trip).
Feats: Two-Weapon Fighting.
Skills: Climb +3, Knowledge (dungeoneering, engineering) +2, Perception +7 (+9 to notice unusual stonework), Survival +6.
Languages: Common, Dwarven. Special Qualities: fast movement. Combat Gear: acid. Other Gear: masterwork breastplate with armor spikes, spiked heavy steel shield, masterwork dwarven waraxe, throwing axe, 2 gp.
Tactics
During Combat The barbarian uses his shield primarily for defense.
Base Statistics When not raging, the barbarian's statistics are
AC 20, touch 12, flat-footed 18
hp 24
Fort +5
Will +2
Melee mwk dwarven waraxe +5 (1d10+2/×3) or mwk dwarven waraxe +3 (1d10+2/×3), armor spikes +2 (1d6+1) or spiked heavy shield +2 (1d8+2)
Ranged throwing axe +4 (1d6+2)
Str 14
Con 15
CMB +4
Skills Climb +1.
The most adventurous, thrill-seeking, and foolhardy dwarves can go a little mad, roaming the land in their search for blood and battle.
Axe Warrior
Init: +1. Senses: darkvision 60 ft.; Perception +6. Ac: 15, touch 9, flat-footed 14 (+6 armor, +1 Dex, –2 rage).
Hp: 40 (3d12+15).
Fortitude: +7. Reflex: +2. Will: +3. Defensive Abilities: orc ferocity, trap sense +1, uncanny dodge.
Speed: 30 ft.. Melee: mwk greataxe +9 (1d12+7/×3). Ranged: mwk sling +5 (1d4+5). Special Attacks: rage (10 rounds/day), rage powers (intimidating glare). Strength: 21. Dexterity: 13. Constitution: 18. Intelligence: 8. Wisdom: 10. Charisma: 12.
Base Attack: +3. Cmb: +8. Cmd: 17.
Feats: Intimidating Prowess, Power Attack.
Skills: Climb +7, Intimidate +14, Perception +6, Survival +4, Swim +5.
Languages: Common, Orc. Special Qualities: fast movement, orc blood, weapon familiarity. Combat Gear: potion of cure light wounds, potion of lesser restoration, potion of protection from good. Other Gear: mwk chainmail, mwk greataxe, mwk sling with 10 bullets, climber's kit, 250 gp.
Tactics
During Combat The barbarian uses intimidating glare each round, attacking first, then focusing her glare upon the uninjured.
Base Statistics When not raging, the barbarian's statistics are
AC 17, touch 11, flat-footed 16
hp 34
Fort +5
Will +1
Melee mwk greataxe +7 (1d12+4/×3)
Ranged mwk sling +5 (1d4+3)
Str 17
Con 14
CMB +6
Skills Climb +5, Intimidate +12, Swim +3.
Dog Rider
Init: +3. Senses: Perception +10. Ac: 18, touch 12, flat-footed 15 (+5 armor, +3 Dex, –2 rage, +1 shield, +1 size).
Hp: 43 (4d12+12).
Fortitude: +8. Reflex: +5. Will: +5; +3 vs. spells and spell-like or supernatural abilities, +2 vs. fear. Defensive Abilities: trap sense +1, uncanny dodge.
Speed: 30 ft.. Melee: lance +9 (1d6+4/×3). Ranged: +1 halfling sling staff +10 (1d6+5/×3). Space: 5 ft.. Reach: 5 ft. (10 ft. with lance). Special Attacks: rage (11 rounds/day), rage powers (superstition +3, surprise accuracy +2). Strength: 18. Dexterity: 16. Constitution: 17. Intelligence: 10. Wisdom: 12. Charisma: 10.
Base Attack: +4. Cmb: +7. Cmd: 18.
Feats: Deadly Aim, Weapon Focus (halfling sling staff).
Skills: Acrobatics +11, Handle Animal +6, Perception +10, Ride +9, Stealth +10, Survival +5. Special Qualities: fast movement. Combat Gear: oils of magic weapon (2), potions of cure light wounds (2). Other Gear: +1 chain shirt, masterwork buckler, lance, masterwork halfling sling staff with 20 bullets, riding dog with riding saddle and leather barding, 55 gp.
Tactics
Before Combat The barbarian applies oil of magic weapon.
During Combat The barbarian keeps his distance, pelting enemies with bullets. If ranged attacks fail, he charges with his lance.
Base Statistics When not raging and without magic weapon, the barbarian's statistics are
AC 20, touch 14, flat-footed 17
hp 35
Fort +6
Will +3; Meleelance +7 (1d6+2/×3); Ranged mwk halflingsling staff +10 (1d6+2/×3); Str 14, Con 13; CMB +5; Skills Climb +9, Swim +5.
Small and adept at skirmish maneuvers, a dog rider is a deadly and cautious warrior.
Wild Lancer
Init: +1. Senses: low-light vision; Perception +11. Ac: 18, touch 9, flat-footed 17 (+7 armor, +1 Dex, –2 rage, +2 shield).
Hp: 63 (5d12+25).
Fortitude: +9. Reflex: +3. Will: +5; +3 vs. spells and spell-like and supernatural abilities, +2 vs. enchantments. Defensive Abilities: improved uncanny dodge, trap sense +1. Immune: sleep.
Speed: 30 ft.. Melee: mwk lance +12 (1d8+6/×3) orarmor spikes +11 (1d6+6). Ranged: javelin +6 (1d6+6). Space: 5 ft.. Reach: 5 ft. (10 ft. with lance). Special Attacks: rage (14 rounds/day), rage powers (quick reflexes, superstition +3). Strength: 22. Dexterity: 13. Constitution: 18. Intelligence: 10. Wisdom: 12. Charisma: 8.
Base Attack: +5. Cmb: +11. Cmd: 20.
Feats: Mounted Combat, Ride-By Attack, Skill Focus (Ride), Spirited Charge.
Skills: Acrobatics +2, Climb +12, Perception +11, Ride +8, Survival +5, Swim +7.
Languages: Common, Elven. Special Qualities: elf blood, fast movement. Combat Gear: acid. Other Gear: +1 breastplate with armor spikes, masterwork heavy wooden shield, javelins (5), masterwork lance, cloak of resistance +1, heavy horse (combat trained) with military saddle and masterwork studded leather barding, 310 gp.
Tactics
During Combat The barbarian makes charge attacks whenever possible. If prevented from charging, she maneuvers to maximize attacks of opportunity caused by her extended reach. Her armor spikes are a weapon of last resort.
Base Statistics When not raging, the barbarian's statistics are
AC 20, touch 11, flat-footed 19
hp 53
Fort +7
Will +3; no bonus vs. spells and spell-like or supernatural abilities
Melee mwk lance +10 (1d8+4/×3) or armor spikes +9 (1d6+4)
Ranged javelin +6 (1d6+4)
Str 18
Con 14
CMB +9
Skills Climb +10, Swim +5.
Some barbarians are most at home on horseback.
Init: +4. Senses: low-light vision; Perception +12. Ac: 17, touch 12, flat-footed 13 (+5 armor, +4 Dex, –2 rage).
Hp: 68 (6d12+24).
Fortitude: +8. Reflex: +6. Will: +5; +2 vs. enchantments. Defensive Abilities: improved uncanny dodge, trap sense +2. Immune: sleep.
Speed: 50 ft.. Melee: mwk elven curve blade +10/+5 (1d10+4/18–20). Ranged: +1 composite longbow +11/+6 (1d8+4/×3). Special Attacks: rage (15 rounds/day), rage powers (rolling dodge +2, swift foot +10 feet). Strength: 17. Dexterity: 18. Constitution: 16. Intelligence: 10. Wisdom: 12. Charisma: 10.
Base Attack: +6. Cmb: +9. Cmd: 21.
Feats: Deadly Aim, Point-Blank Shot, Power Attack.
Skills: Acrobatics +12 (+20 when jumping), Climb +10, Craft (bows) +5, Handle Animal +5, Knowledge (nature) +5, Perception +12, Stealth +5, Survival +5.
Languages: Common, Elven. Special Qualities: elven magic, fast movement, weapon familiarity. Combat Gear: potions of cure light wounds (2), potions of longstrider (2), alchemist's fire (2). Other Gear: +1 chain shirt, +1 composite longbow (+3 Str) with 20 arrows, masterwork elven curve blade, climber's kit, 2 gp.
Tactics
During Combat The barbarian switches freely between bow and blade as the situation warrants.
Base Statistics When not raging, the barbarian's statistics are
AC 19, touch 14, flat-footed 15
hp 56
Fort +6
Will +3
Melee mwk elven curve blade +8/+3 (1d10+1/18-20)
Ranged +1 composite longbow +11/+6 (1d8+2/×3)
Str 13
Con 12
CMB +7
Skills Climb +8.
This barbarian guards the fringes of wooded territories, protecting creatures and people from those who would despoil the land and steal from its inhabitants. They distrust all outsiders, but must also guard against their own kin.
Init: +1. Senses: Perception +12. Ac: 18, touch 9, flat-footed 17 (+9 armor, +1 Dex, –2 rage).
Hp: 93 (7d12+42).
Fortitude: +11. Reflex: +4. Will: +7; +2 vs. poison, spells, and spell-like abilities. Defensive Abilities: defensive training (+4 dodge bonus to AC vs. giants), improved uncanny dodge, trap sense +2. Dr: 1/&mdash.
Speed: 20 ft.. Melee: mwk adamantine greataxe +13/+8 (1d12+7/×3). Ranged: light hammer +8 (1d4+5) orthrowing axe +8 (1d6+5). Special Attacks: +1 on attack rolls against goblinoid and orc humanoids, rage (19 rounds/day), rage powers (guarded stance +2, knockback, strength surge +7). Strength: 20. Dexterity: 13. Constitution: 20. Intelligence: 10. Wisdom: 14. Charisma: 6.
Base Attack: +7. Cmb: +12 (+16 sunder). Cmd: 21 (25 vs. bull rush or trip, 23 vs. sunder).
Feats: Armor Proficiency (heavy), Greater Sunder, Improved Sunder, Power Attack.
Skills: Acrobatics +5 (+1 when jumping), Climb +10, Craft (weapons) +10, Knowledge (dungeoneering) +5, Perception +12 (+14 to notice unusual stonework).
Languages: Common, Dwarven. Special Qualities: fast movement. Combat Gear: oil of magic weapon, potion of cure light wounds, potion of shield of faith, acid (3). Other Gear: masterwork full plate, light hammer (2), masterwork adamantine greataxe, throwing axe (2), cloak of resistance +1, climber's kit, masterwork artisan's tools, 2 gp.
Tactics
During Combat The barbarian uses her guarded stance and alternates between dealing damage and sundering weapons.
Base Statistics When not raging, the barbarian's statistics are
AC 20, touch 11, flat-footed 19
hp 79
Fort +9
Will +5
Melee mwk adamantine greataxe +11/+6 (1d12+4/×3)
Ranged light hammer +8 (1d4+3) or throwing axe +8 (1d6+3)
Str 16
Con 16
CMB +10 (+14 sunder)
Skills Climb +8.
A sundering axe whittles away at her enemies' abilities to attack and defend themselves.
Init: +1. Senses: low-light vision; Perception +12. Ac: 17, touch 10, flat-footed 16 (+7 armor, +1 Dex, –2 rage, +1 size).
Hp: 105 (8d12+48).
Fortitude: +12. Reflex: +4. Will: +5; +4 vs. spells and spell-like or supernatural abilities, +2 vs. illusions. Defensive Abilities: defensive training (+4 dodge bonus to AC vs. giants), improved uncanny dodge, trap sense +2. Dr: 2/&mdash.
Speed: 25 ft.. Melee: mwk cold iron glaive +15/+10 (1d8+7/×3) or kukri +14/+9 (1d3+5/18–20). Ranged: mwk composite longbow +11/+6 (1d6+5/×3). Space: 5 ft.. Reach: 5 ft. (10 ft. with glaive). Special Attacks: +1 on attack rolls against goblinoid and reptilian humanoids, rage (21 rounds/day), rage powers (clear mind, knockback, quick reflexes, superstition +4). Strength: 20. Dexterity: 13. Constitution: 20. Intelligence: 13. Wisdom: 10. Charisma: 10.
Base Attack: +8. Cmb: +12 (+16 trip). Cmd: 21 (23 vs. trip).
Feats: Combat Expertise, Greater Trip, Improved Trip, Power Attack.
Skills: Acrobatics +5, Climb +8, Craft (ships) +5, Intimidate +5, Knowledge (nature) +10, Linguistics +3, Perception +12, Profession (sailor) +5, Survival +10, Swim +10.
Languages: Aquan, Auran, Common, Gnome, Sylvan. Special Qualities: fast movement. Combat Gear: oil of magic weapon,potion of cure light wounds. Other Gear: +1 breastplate, kukri, masterwork cold iron glaive, masterwork composite longbow (+5 Str) with 20 arrows, belt of giant strength +2, cloak of resistance +1, climber's kit, 50 gp.
Tactics
During Combat The barbarian leads with trip maneuvers, seeking to trigger attacks of opportunity. He uses knockback to force creatures to advance on him again through the threatened area of his glaive.
Base Statistics When not raging, the barbarian's statistics are
AC 19, touch 12, flat-footed 18
hp 89
Fort +10
Will +3; no bonus vs. spells and spell-like or supernatural abilities
Melee mwk cold iron glaive +13/+8 (1d8+4/×3) or kukri +12/+7 (1d3+3/18-20)
Ranged mwk composite longbow +11/+6 (1d6+3/×3)
Str 16
Con 16
CMB +10 (+14 trip)
Skills Climb +6, Swim +8.
Init: +2. Senses: low-light vision, scent; Perception +19. Ac: 14, touch 10, flat-footed 12 (+4 armor, +2 Dex, –2 rage).
Hp: 109 (9d12+45).
Fortitude: +11. Reflex: +6. Will: +6; +4 vs. spells and spell-like and supernatural abilities, +2 vs. enchantments. Defensive Abilities: improved uncanny dodge, trap sense +3. Dr: 1/-. Immune: sleep.
Speed: 40 ft.. Melee: +1 longspear +16/+11 (2d4+10/×3) orspiked gauntlet +15/+10 (1d4+6). Ranged: +1 composite longbow +12/+7 (1d8+7/×3). Space: 5 ft.. Reach: 5 ft. (10 ft. with longspear). Special Attacks: rage (22 rounds/day), rage powers (quick reflexes, raging swimmer +9, scent, superstition +4). Strength: 22. Dexterity: 14. Constitution: 18. Intelligence: 12. Wisdom: 10. Charisma: 8.
Base Attack: +9. Cmb: +15. Cmd: 25.
Feats: Cleave, Great Cleave, Lunge, Power Attack, Skill Focus (Acrobatics), Vital Strike.
Skills: Acrobatics +16 (+20 when jumping), Climb +10, Handle Animal +10, Knowledge (nature) +5, Linguistics +3, Perception +19, Ride +5, Stealth +10, Survival +4, Swim +20.
Languages: Aquan, Common, Elven, Sylvan. Special Qualities: elf blood, fast movement. Combat Gear: oil of align weapon (lawful), potion of cure light wounds, potion of lesser restoration, alchemical silver arrows (10), cold iron arrows (10). Other Gear: masterwork chain shirt, +1 composite longbow (+6 Str) with 20 arrows, +1 longspear, masterwork longspear, spiked gauntlet, cloak of resistance +1, eyes of the eagle, 1 gp.
Tactics
During Combat The barbarian prefers to fight in the water, outswimming foes or using the water for cover as she attacks landward opponents her bow or longspear (using Lunge). She eschews full attacks in favor of Vital Strike attacks against a lone target or Great Cleave attacks against groups. She forces enemies to approach through the guard of her longspear, provoking attacks of opportunity.
Base Statistics When not raging, the barbarian's statistics are
Senses no scent
AC 16, touch 12, flat-footed 14
hp 91
Fort +9
Will +4; no bonus vs. spells and spell-like or supernatural abilities
Melee +1 longspear +14/+9 (2d4+7/×3) or spiked gauntlet +13/+8 (1d4+4)
Ranged +1 composite longbow +12/+7 (1d8+5/×3)
Str 18
Con 14
CMB +13
Skills Climb +8, Swim +9.
Adept at combat on land or in the water, the raging swimmer attacks foes when they are most vulnerable.
Dorremera Salin
Dorremera is a child of the waves, sired by an aquatic elf who abandoned her human mother. Raised along the sea, Dorremera took to the water as if born to it, and considers the beasts of the sea and shore her kin. She has little patience for the niceties of society—whether human or elven—and lashes out at almost everyone who crosses her path.
Combat Encounters
Dorremera has no compunctions about stealing from landlubbers, or killing those who chase or surprise her.
Roleplaying Suggestions
Init: +5. Senses: Perception +14. Ac: 21, touch 14, flat-footed 16 (+5 armor, +5 Dex, –2 rage, +2 shield, +1 size).
Hp: 120 (10d12+50).
Fortitude: +13. Reflex: +10. Will: +8; +4 vs. spells and spell-like or supernatural abilities, +2 vs. fear. Defensive Abilities: improved uncanny dodge, trap sense +3. Dr: 2/-. Immune: nauseated, sickened.
Speed: 30 ft.. Melee: mwk scimitar +15/+10 (1d4+3/18–20). Ranged: +1 composite longbow +15/+15/+10 (1d6+4/19–20/×3) or +1 composite longbow +17/+12 (1d6+4/19–20/×3). Special Attacks: rage (24 rounds/day), rage powers (clear mind, internal fortitude, raging climber +10, rolling dodge +2, superstition +4). Strength: 16. Dexterity: 20. Constitution: 18. Intelligence: 10. Wisdom: 12. Charisma: 10.
Base Attack: +10. Cmb: +12. Cmd: 25.
Feats: Deadly Aim, Improved Critical (composite longbow), Manyshot, Point-Blank Shot, Rapid Shot.
Skills: Acrobatics +20, Climb +30, Perception +14, Stealth +19, Survival +5, Swim +7.
Languages: Common, Halfling. Special Qualities: fast movement. Combat Gear: potions of cure light wounds (2), potion of protection from arrows, potion of shield of faith, alchemical silver arrows (10), alchemist's fire (2), cold iron arrows (10), drow poison (3), tanglefoot bag. Other Gear: +1 mithral chain shirt, +1 buckler, +1 composite longbow (+3 Str) with 60 arrows, masterwork scimitar, belt of incredible dexterity +2, cloak of resistance +1, climber's kit, 300 gp.
Bard
Prestige Class NPCs