Balderdash, Dwarf Rascal
CR 8 XP: 4,800
Male dwarf fighter 5/rogue 4CN Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +12
AC 21, touch 13, flat-footed 18 (+6 armor, +2 shield, +3 Dex)
HP 86 (5d10+4d8+36)
Fort +8, Ref +8, Will +2; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities bravery +1, defensive training, evasion, trap sense +1, uncanny dodge
Speed 20 ft.
Melee +1 keen dwarven waraxe +15/+10 (1d10+6/19–20/×3)
Ranged +1 returning throwing axe +13 (1d6+6)
Space 5 ft., Reach 5 ft.
Special Attacks hatred, rogue talents (combat trick, weapon training), sneak attack +2d6, weapon trainings (axes +1)
Str 19, Dex 16, Con 16, Int 14, Wis 10, Cha 9
Base Atk +8; CMB +12; CMD 25 (29 vs. bull rush or trip)
Feats Cleave, Point-Blank Shot, Power Attack, Precise Shot, Stealthy, Toughness, Two-Handed Thrower, Weapon Focus (dwarven waraxe, handaxe), Weapon Specialization (dwarven waraxe)
Skills Acrobatics +9, Appraise +10, Bluff +5, Climb +13, Disable Device +12, Escape Artist +17, Intimidate +5, Knowledge (dungeoneering) +10, Perception +12, Sense Motive +5, Sleight of Hand +11, Stealth +17
Languages Common, Dwarven
SQ armor training 1, trapfinding +2
Gear +3 studded leather, +1 buckler, +1 keen dwarven waraxe, +1 returning throwing axe
Environment ?
Organization ?
Treasure NPC gear (chainmail, heavy wooden shield, dagger, dwarven waraxe, light crossbow with 20 bolts, other treasure)
A short, stern faced, beared warrior faces you with hard eyes
Dwarves are a short and stocky race, and stand about a foot shorter than most humans, with wide, compact bodies that account for their burly appearance. Male and female dwarves pride themselves on the long length of their hair, and men often decorate their beards with a variety of clasps and intricate braids. Clean-shavenness on a male dwarf is a sure sign of madness, or worse-no one familiar with their race trusts a beardless dwarven man.
Elison, Burning-Tree Vandal
CR 6 XP: 2,400
Male half-elf rogue 7N Medium humanoid (elf, human)
Init +8; Senses low-light vision;; Perception +13
AC 22, touch 18, flat-footed 16 (+4 Dex, +4 armor, +2 deflection, +1 dodge)
HP 42 (7d8+7)
Fort +9, Ref +9, Will +3
Defensive Abilities evasion, trap sense +2, uncanny dodge; Immune sleep
Speed 30 ft.
Melee +2 rapier +12 (1d6+3/18-20)
Ranged +1 seeking light crossbow +10 (1d8+1/19-20)
Special Attacks rogue talents (assault leader, finesse rogue, weapon training), sneak attack +4d6
Str 12, Dex 18, Con 13, Int 16, Wis 13, Cha 13
Base Atk +5; CMB +6; CMD 23
Feats Dodge, Improved Initiative, Mobility, Skill Focus (stealth), Stealthy, Weapon Finesse, Weapon Focus (rapier)
Skills Acrobatics +14, Appraise +13, Bluff +11, Climb +11, Disable Device +19, Escape Artist +16, Intimidate +8, Knowledge (local) +11, Perception +13, Sense Motive +9, Sleight of Hand +14, Stealth +19, Use Magic Device +11
Racial Modifiers +2 Perception
Languages Common, Elven
SQ elf blood, trapfinding +3
Gear r +2 leather armor, +2 rapier, +1 seeking light crossbow, 20 bolts, ring of protection +2, masterwork thieves’ tools
Syn Mallow, Xathrid Slyblade
CR 9 XP: 6,400
Male human rogue 5/assassin 5CE Medium humanoid (human)
Init +8; Senses Perception +13
AC 21, touch 17, flat-footed 16 (+4 armor, +1 deflection, +1 dodge, +4 Dex)
HP 83 (5d8+5d8+35)
Fort +27, Ref +13, Will +7
Defensive Abilities evasion, improved uncanny dodge; Ref +14 vs. traps; Will +9 vs. poison
Speed 30 ft.
Melee +2 dagger of the shadowlands +12/+7 (1d4+1/19–20 plus 1d4 Con drain)
Ranged darts of acid (x3) +10 (1d4–1 plus 1d4 acid)
Special Attacks death attack (DC 16), rogue talent (bleeding attack +6), sneak attack +6d6, true death (DC 20)
Str 8, Dex 19, Con 14, Int 12, Wis 10, Cha 13
Base Atk +6; CMB +5; CMD 21
Feats Dodge, Improved Initiative, Iron Will, Toughness, Weapon Finesse
Skills Acrobatics +17, Bluff +14, Climb +12, Diplomacy +9, Disable Device +19, Disguise +9, Escape Artist +14, Knowledge (local) +9, Perception +13, Stealth +21
Languages Common, Halfling
SQ hidden weapons, poison use, rogue talent (fast stealth), trap sense +1, trapfinding +2
Gear potion of cure light wounds
Other Gear +2 leather armor, +2 dagger of the shadowlands, darts of acid, cloak of resistance +2, ring of protection +1, masterwork thieves’ tools
Jalia "Lady Lightfingers" Ramires
CR 9 XP: 6,400Female human ex–monk 1/rogue 9
CN Medium humanoid (human)
Init +6; Senses Perception +2
AC 21, touch 21, flat-footed 13 (+6 Dex, +3 deflection, +2 dodge)
HP 64 (1d8+9d8+19)
Fort +6, Ref +14, Will +9
Defensive Abilities evasion, improved uncanny dodge, trap sense +3;Will +12 Ref vs traps
Speed 30 ft.
Melee unarmed +13/+8 (1d6) or flurry of blows +11/+11/+6 (1d6)
Ranged mwk dart +13 (1d4)
Special Attacks sneak attack +4dt6, flurry of blows, stunning fist (3/day, DC 17)
Str 10, Dex 22, Con 12, Int 13, Wis 14, Cha 17
Base Atk +6; CMB +6; CMD 27
Feats Improved Grapple, Improved Unarmed Strike, Iron Will, Skill Focus (sleight of hand, use magic device), Stealthy, Stunning Fist, Weapon Finesse, Weapon Focus (unarmed strike)
Languages Common, Tulita
SQ trapfinding, rogue talents (fast stealth, finesse rogue, ledge walker, quick disable), trap sense +3
Gear Large lady’s fan (actually a wand of hold person [22 charges]), wand of major image (18 charges) fashioned into an umbrella
Other Gear +3 ring of protection, fine emerald brooch (fake, only work 4 cp), emerald green silk bodice of escape, aqua hoop skirt (quick tear away), black silk leggings, slippers of spider climb, ring of acquisition (see side box), white lace gloves of arrow snaring, 2 masterwork hairpin darts (laced with drow poison), and a vial of liquid terinav root (see Pathfinder Roleplaying Game: Core Rulebook, Appendix 1, “Poison”), a silken ladies purse (filled with caltrops).
Treasure
RING OF ACQUISITION
Aura faint transmutation; CL 3rd Slot finger; Price 7,000 gpDESCRIPTION
This simple gold band is featureless, save the initials of the current wearer, which always appears inscribed on it. Whenever the bearer of this ring picks up an item, any personal markings (monograms, engravings, even an arcane mark) vanish from it and are immediately replaced with the wearer’s initials.
CONSTRUCTION
Requirements Forge Ring, erase; Cost 3,500 gp.
Dark Dancer Zyler
CR 7 XP: 3,200Male dark dancer (Pathfinder RPG Bestiary 4 43) rogue 6
CN Small humanoid (dark folk)
Init +7; Senses see in darkness; Perception +14
AC 20, touch 18, flat-footed 13 (+7 Dex, +1 size, +2 armor)
HP 74 (8d8+38)
Fort +6, Ref +16, Will +2
Defensive Abilities evasion, trap sense +2, uncanny dodge; Weaknesses light blindness
Speed 30 ft.
Melee mwk short sword +14 (1d4/19-20) or dagger +13 (1d3/19-20)
Ranged +1 hand crossbow +14 (1d3+1/19-20)
Space 5 ft., Reach 5 ft.
Special Attacks bardic performance (8 rounds/day; distraction, inspire courage +1), dark curse, death throes, sneak attack +4d6
Str 11, Dex 25, Con 16, Int 12, Wis 8, Cha 15
Base Atk +5; CMB +4; CMD 21
Feats Deadly Aim, Point-Blank Shot, Skill Focus, Toughness, Weapon Finesse
Skills Acrobatics +18, Bluff +13, Climb +4, Knowledge (geography) +8, Perception +14, Perform (dance) +13, Sleight of Hand +18, Stealth +26, Use Magic Device +16
Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
Languages sneak attack +4d6
SQ poison use, rogue talents (fast stealth, finesse rogue), trapfinding +3
Gear black smear poison (3 doses; Pathfinder RPG Bestiary 54), wand of blindness/deafness (15 charges), wand of invisibility (10 charges)
Other Gear leather armor, mwk short sword, +1 hand crossbow with 20 bolts, cloak of resistance +1, 30 gp
Environment any underground
Organization solitary, pair, troupe (3-5), or delegation (1 plus 1 dark stalker and 4-10 dark creepers)
Treasure standard (club, dagger, black smear poison [3 doses; Pathfinder RPG Bestiary 54], other gear)
Bardic Performance (Su) A dark dancer can use its dancing to help its allies. A dark dancer can use bardic performance as a 2nd-level bard, but only for distraction and inspire courage effects.
Dark Curse (Su) As a standard action, a dark dancer can make a touch attack against a foe and curse it. The foe must succeed at a DC 12 Will saving throw to resist the effects. Creatures that fail the saving throw take a -2 penalty on all Dexterity and Charisma-based skill checks. This curse is permanent, but the victim of this curse can attempt a new saving throw each day.
Death Throes (Su) When a dark dancer is slain, its body combusts in a flash of bright white light, leaving its gear in a heap on the ground. All creatures within a 10-foot burst must succeed at a DC 13 Fortitude save or be dazzled for 1d6 rounds. Other dark folk within 20 feet must succeed at a DC 13 Will save or be shaken for 1 round. The save DC is Constitution-based.