This is the list of all of the NPCs encountered by the players as they adventure in Golarion and beyond. Green entries are from the Emerald Spire campaign. Yellow entries are from the Curse of the Crimson Throne campaign. Red entries are from the Princes of the Apocalypse campaign. Blue entries are from the Legendary campaign.
Captain Alexy served with Captain Popov in the Royal Sezjan Navy decades ago, and now owns his own vessel, the Stormrider's Fortune.
Andriy was Mon's understudy until he was terminated this morning based on allegations of improper conduct with some of the female musicians and actresses. He was replaced by Matviyko.
Anya is the older sister of Dukha, the girl who haunts the Legendary. She went missing about 18 months ago after stepping out of their secret shelter on the fifth floor of the theater. Branna has enrolled Captain Popov into looking for her whereabouts.
Artem is an artificer who works for Stal Steel, the main industrial concern on Katarina. Artem is renowned for building pumpkin sized bombs that project sonic energy in a specific path, a process very useful in mining to minimize the risk of a collapse or an unplanned explosion. Marigold suspects he might be responsible for the device that destroyed Khoroshim.
Astral, Natalia is a wealthy socialite on Katarina whose torrid love affairs are both numerous and well publicized. She is wife of Nikita Astral. Rumors swirl that Natalia might have dated the fabled pirate Captain Lafoy in her youth.
Astral, Nikita is a wealthy merchant who is friends with Cardinal Feorode. He is the long-suffering husband of Natalia Astral.
Berdy is the stage manager of the Legendary.
Bohdan is one of Captain Popov's drinking buddies at the Anchor Luck.
Brannamarth Gwend is one of the costume designers for the Legendary.
Dima, a sergeant in service of the Archduke, runs one of the night patrols on Katarina. A strongly built and tall fellow in his mid thirties, Dima runs an efficient patrol and has little tolerance for the depradations conducted by the Cardinal's men.
Dmitri is the stage manager of the Legendary,who supervises the extras.
Dukha is a twelve-year old girl who haunts the Legendary. She and her sister Anya moved into a secret crawl space on the fifth floor of the theater, and they lived there for over five years before Anya left and went missing. In the last 18 months, Dukha, has stolen items around the theater, and she has clothed several mannequins with the results of her thefts. She knows all of the theater's secret passages, including crawlspaces underneath the private loges of both the Archduke and the Cardinal. Mon discovered her hiding space, and left her a note telling her he was his fairy godparent and he could help her if she needed assistance.
Dusana is a famous props designer who oversees the props department at the Legendary.
Feodore is the Cardinal of Katarina. Arriving on the island three years ago a royal writ of the Sezjain Court establishing religious law over the island, the Cardinal has earned the dislike of Archduke Maksimillian III. He and his men have implemented a morality police that patrols the streets of Katarina to maintain the moral order. The Cardinal has been insidiously undermining the authority of the Archduke and seems bent on reforming Katarina to eliminate its vibrant artistic community. Aside from chasing lawbreakers and supervising the moral fiber of Katarina, the Cardinal is actively investigating a group that identifies itself through the symbol of an oak leaf.
Handthorn, Marigold is a successful props designer who works at the Legendary under Dusana's supervision.
Herald is a mid-tier actor who works at the Legendary, and he hopes to one day break it big. Upon meeting Mon quickly formed the opinion that Herald was either a dimwit who is wholly focused on himself, or he was a deviously clever individual who hid behind a veneer of silliness. A quick look at the clothes spread all over the furniture and floor of Herald's room, the empty bottles of wine piled in a corner, and the general messiness of the place convinced Mon that it was probably the former.
Ivan is a balding middle-age human who owns the Anchor's Luck, a tavern in Low Town.
Jeronim is the Maître D' at Khoroshim. A tall and thin bald man, Jeronim appears aloof but has a good heart. The Marquess of Sidorov considers him a friend.
Joseph works in accounting at the Legendary, but his true love is designing clothes.
Kisa is the lead female star of the First Crew. She earned her position following an amazing performance in Father Frost Comes to Town, and has served in her position for over two years. Kisa suspects that Luba wants to replace her. Mon once read in Dukha's journal that though Ulan and Kisa are always looking like they get along swimmingly in public, they hate each other with a passion privately.
Lafoy, Captain is a famous Sezjian pirate rumored to have plied his trade around the island of Katarina. About a decade ago, Lafoy is rumored to have stolen a gold cross in a daring raid on a mainland cathedral run by Cardinal Feodore.
Lena is a halfling who works in the marketing department of the Legendary. She is Marigold's roommate.
Luba is the lead female star of the Second Crew. She aspires to take over Kisa's role as the Legendary's most famous actress. Luba first spotted Mon during his unforgettable performance as Brother Gerald in the production of The Goblin and the Turtle Soup at the Fantastic. Having been spotted spending time with Mon in a coffee house, rumors now circulate that the two of them might be an item, much to Vadim's consternation. Luba spent a few traumatic nights in the Cathedral's jail, where she was interrogated by the Cardinal about oak leaves. She was rescued by Sir Gregory Tsaplin's laywer, Sir Matviy. Luba has a cat named Bahzen.
Archduke Maksimillian III is the current ruler of the Island of Katarina. He has a beautiful wife, Yeva, and two daughters, Verushka, 17, and Yula, 10. Over the last one hundred years, the Svetozars have managed the island expertly, extracting resources, generating wealth, and ensuring that this wealth was shared equitably with most of the island's inhabitants. This has created a surprisingly open society with a vibrant cultural scene. Over 45,000 people now live on the Island of Katarina, with two thirds of them residing in the capital city of the same name. Archduke Maxsimillian has inherited his family's talent for business and management, and he has continued to increase the island's wealth and spread its culture beyond its border. An active shipping industry has grown to export Kat steel and its derived products, and ship building soon followed, diversifying the island's economy further.
Maria, a human female about 60 years of age, is Sir Matviy's secretary.
Marinka is the Legendary's first author, a position she obtained due to the successful run of The Story of the Wind six years ago. She writes the scenarios for most of the plays produced by the theatre. Though she specializes in musicals, Marinka enjoys the occasional macabre piece as well. Despite her rough edges, she loves to collaborate on scripts and is free with her time and advice. Mon has approached her about writing a script written in part on Dukha's story.
Matviyko is Mon's new understudy following the beginning of General Toptigin Cheats Death. He replaced Andriy. A lanky youth that closely resembles Mon, Matviyko has always wanted to be an actor.
Sir Matviy, an old man of over eighty, is Sir Gregory Tsaplin's solicitor. His offices are located two streets north and three streets east of the Legendary, on the second floor of an ornate building. His secretary, Maria, runs the front of the office, screens his calls, and is otherwise very protective of him.
Nadie, a human female about 40 years of age, is the head of security at the Legendary.
Nastasia, a human female about 50 years of age, is the owner of the Warm Whistle, and is a confidante of Luba.
Ola works in the kitchen of the Palace, and hopes to become a chef someday
Olehiv is the Marquess's butler. He has been in the Sidorov's service since the Marquess was a toddler and has worked selflessly to ensure that the Marquess's excesses and overenthusiastic schemes do not bring sudden ruin to the Sidorov family name.
Ony is Sir Gregory Tsaplin's long-suffering manservant.
Oskana is a middle-aged human woman who serves as the head designer for the Legendary. Her costumes are renowned, and she has created truly amazing outfits that have achieved iconic status.
Ostap is Katarina's harbor master. He administers the wharfs and controls the merchandise leaving and entering the island.
Paula is the human middle-aged woman, runs the Needle and Thread sewing shop, and loves to share tips sewing with Branna.
Pavel is the head carpenter for the Legendary. Known as much for his bad jokes as for his legendary appetite, Pavel stands 6 feet tall and his arms are twice the size of the average human's thigh. Strong and hard working, Pavel seems to know everything that is happening around the theater.
Popov, Captain Ilich is an old fisherman and fourth generation resident of Katarina. Over eighty, he usually hangs out with his friends Yevheniy, Vasyl, and Bohdan at a tavern on the waterfront called the Anchor's Luck. Captain Popov enjoys a good game of low stakes cards and a few drinks, but his purse is usually light enough to prevent him from thoroughly enjoying the evening. He knows all of the coves around the island, and has spent a lifetime fishing on his old boat, the Tall Tale. Almost blind, Mon removes this affliction and restores his eyesight, and Captain Popov doesn't know how to thank him.
Raissa is the chief marketer of the Legendary.
Roksolana, a half-elf, is the owner of Blossom Boutique, the premier florist in Katarina.
Sir Sergeii is a world-renowned baritone who happnes to be first cousin to the King of Sezja. He has toured extensively through Sezja and beyond, but this is his first trip to Katarina. Although he performs three unforgettable nights, his primary mission is to analyze the situation on the ground and report his observations to the King.
Sidorov, Zoya, known as the Marquess of Sidorov, is a rich widow known for her extravagant entertaining parties and her propensity for monopolizing the conversation. The Marquess is always on the lookout for new and exciting elements she can add to her repertoire, and she especially loves pretty clothes. She is best friends with Lady Sirenko.
Sirenko, Lady Fayina, is the Marquess of Sidorov's best friend. The two women met as children when they both received private lessons from a well-known tutor. The two of them have been inseparable ever since, and rumors circulate that they may be more than friends. Lady Sirenko never married, and she continues to administer her family shipping concern with skill.
Tsaplin, Sir Gregory, is the owner of the Legendary theater on the Island of Katarina. His manservant, Ony, goes everywhere he goes. A lover of good food and parties, and known as a gregarious, Sir Gregory Tsaplin always attends the opening night of every performance, and he enjoys taking the stage to talk to the audience about the play they are about to see. Though many find his speeches tedious, some appreciate that he dedicates each opening night to his wonderful crew, which help make the Legendary the best theatre on Katarina. Sir Gregory Tsaplin employs many the services of many people, including his solicitor, Sir Matviy.
Ulan is the first lead actor at the Legendary, a role he has served for over seven years and 79 distinct plays. His talented acting and his incredible transformative abilities hint at a darker past. Rumors that Ulan and Sir Gregory Tsaplin share a connection beyond the walls of the theatre suggest that this is why Ulan has remained in this role longer than anyone else. Ulan and Vadim were overheard by Mon discussing Luba, and each of them expressed their loathing for the actress. Mon once read in Dukha's journal that though Ulan and Kisa are always looking like they get along swimmingly in public, they hate each other with a passion privately.
Tarasenko is one of the Cardinal's men. He attempted to steal the Marquess's gold necklace following an explosion at Khoroshim, but was discovered by Mon who retrieved the item from the guard's pocket. Mon also charmed him, and he makes a statement to Tarasenko a man closely resembling Matviyko hurling something in the window, and that the man seemed intent on committing an assassination, but of whom, he wasn't sure.
Vadim is the second lead actor. A human of average height, Vadim's impressive acting range has ensured a rapid climb nearly to the top, but rumors abound that Ulan's personal connection with Sir Gregory will prevent Vadim from ever reaching the top billing. Unless, of course, an incident prevented Ulan from continuing on.... Vadim and Ulan were overheard by Mon discussing Luba, and each of them expressed their loathing for the actress.
Vasil is one of Captain Popov's drinking buddies at the Anchor Luck.
Veronika owns the Gemstone Harbor, a jewelry shop where Marigold sells some of her wares.
Verushka is Archduke Maxsimillian's eldest daughter. At 17, she has strong views about the politics of Katarina and its social scene. A studious student of history, Verushka always carries a book with her. She was startled when she noticed that Mon's understudy Matviyko had joined the crew of the Legendary.
Viveka is the owner of Kaleidoscope Winery, located on the Slope of Katarina. She loves good wines, and is always willing to purchase rare or exotic bottles, no questions asked.
Yakov is a portly bald man who was hired to kidnap Kisa and deliver her to the port city of Kyan on the coast of Sezjan.
Yevheniy is one of Captain Popov's drinking buddies at the Anchor Luck.
Yula is Archduke Maxsimillian's youngest daughter. At nearly 13, she loves riding her horse and exploring the island. A budding outdoors girl, Yula often skips her lessons to play outside the Katarina Palace.
Yurchik is the theater manager of the Legendary and is responsible for daily operations as well as long-term planning. He is not a fan of Luba, and has attempted multiple times to get rid of the actress.
Abernard Royst is a white-haired sage of about 60.
Alexus Longleaf, a hafling in the service of the Hellknighs and stationed in Dimsdale.
Alina Merlon, Gertrude's cousin and a neighbor of Mother Holworth.
CR 0.5
NG Medium humanoid (female human)
Init +0; Senses Perception +3
DEFENSE
hp 9 (2d6+2)
OFFENSE
Melee club +2 (1d6+1) or knife +2 (1d3+1)
Ranged stone -3 (1d2+1)
Base Atk +1; CMB +2; CMD 12
Feats AnimalAffinity, Skill Focus (Profession [Farmer])
Skills Climb +6, Handle Animal +7, Knowledge (local) +1, Perception +3, Profession (any) +7, Ride +2
Languages Common
Combat Gear club, stones, knives (3)
Argos, third son of Ferndell, leader of the Elk Tribe of the Uthgardt, in the Dessarin Valley.
Baron Katkil was an infamous pirate a century ago who would ransom towns and villages near rivers throughout the River Kingdoms. Those that did not pay were attacked and some of them were destroyed.
Bernard Lachance is a sage who lives in Yartar. His area of study includes weather patterns.
Bolgur (LE male half-orc fighter 4), Hellknight in charge of the Juliver Gate
Bran Plentygold (LN male human commoner 1) is one of Alina's indentured servant.
Broga is a female dwarf who was on a pilgrimage to the Sacred Stone Monastery, hoping to discover the fabled city of Tyar-Besil. Though she was welcomed with open arms by the monks currently dwelling in the monastery, she quickly realized that not all was well with the monastic order. It had been infiltrated by a cult called the Black Earth. Broga barely escaped with her life, but was later captured by the Howling Hatred before being freed by the Coopers
Captain Rémi (CG male human fighter 3) commands the ship that took the Coopers to Fort Inevitable.
Cassandra is Abernard Royst's niece and Nissa's mother.
The Dark Blood Goblins are a tribe of goblins that lives a half day's march from Fort Inevitable.
Doliver Reedbank is the owner of the Juliver Arms (LG male middle-aged halfling commoner 2), one of the two fine dining and lodging establishments in Fort Inevitable. He is Dunleaf Appletop's cousin.
Duke Mosley is the bastard child of Abrogail Thrune II, Queen of Cheliax, and is plotting to overthrow her by harnessing the power of the Emerald Spire.
Dunleaf Appletop, the hafling mayor of Dimsdale.
Lady Eleanor Shadowborn is an ancestor of the Coopers. She built Shadowborn Manor.
Emos Varden, the Lord Commander of the Fort Inevitable Hellknights until his assassination in 4706. He was succeeded by Lady Commander Audara Drovust, Hell Knight of the Order of the Pike.
Erynna, Dr. Mordel's assistant.
Falandra Nolm, owner of Nolm Bindery (LG female human expert 1/wizard 3)
Ferndell, leader of the Elk Tribe of the Uthgardt, in the Dessarin Valley.
Ferdin, stableboy at the Juliver Arms (NE male human rogue 1), and Thorne's contact as a Hellknight informant.
Hellknights
These are the soldiers who patrol and enforce law and order within and around Fort Inevitable. They are under the command of Maralictor Lady Commander Audara Drovust.
Iliara Starcloak is the leader of the Goldenfire Order of Thornkee, a magical order.
Ingrard is the female dwarven priest of the Shrine of the Tender Oath in the Sumber Hills.
Jharun, a wizard of the Goldenfire Order of Thornkeep who was found as a captive in the Emerald Spire.
Lister Cartwright (LE male human commoner 1) is one of Alina's indentured servant.
Karlyle the Butcher
LN Medium humanoid (male human)
Init -1; Senses Perception +1
hp 22 (4d8+4)
Fort +1, Ref +0, Will +5
Melee butcher's knife +0 (1d6+1)
Base Atk +3; CMB +4; CMD 13
Feats Skill Focus (Bluff), Skill Focus (Profession [Butcher]), Toughness
Skills Bluff +12, Diplomacy +9, Knowledge (local) +7, Linguistics +7, Profession (Butcher) +12, Profession (Tanner) +9, Sense Motive +8
Languages Common, Dwarven, Varisian
Gear fine clothes and jewelry worth 2,000 gp
Kaylessa Irkell (Human commoner 1/warrior 3) is the owner of the Swinging Sword Inn in Red Larch. A no-nonsense businesswoman, she runs her establishment with a firm but friendly hand, and she is concerned about the chaos that has been affecting the Dessarin Valley over the last year, as it has reduced traffic on the Long Road and has affected her business.
CR 3
XP 600
N Medium humanoid (human)
Init +0; Senses Perception +4
DEFENSE
AC 13, touch 10, flat-footed 13 (+2 armor, +1 shield)
hp 26 (1d6+3d10+7)
Fort +4, Ref +1, Will +3
OFFENSE
Speed 30 ft.
Melee club +6 (1d6+2)
Ranged throwing knife +2 (1d6+2)
STATISTICS
Str 15, Dex 10, Con 12, Int 11, Wis 8, Cha 10
Base Atk +3; CMB +5; CMD 15
Feats Athletic, Iron Will, Weapon Focus (club) Skills Climb +7, Handle Animal +4, Knowledge (local) +2, Perception +4, Perform (dance) +1, Profession (innkeeper) +6, Swim +7
Languages Common
Gear leather armor, light wooden shield, club, throwing axes (2)
Klarkosh (Gold-clad male human evoker 7)
CR 7
XP 3,200
NE Medium humanoid (human)
Init +3; Senses Perception +6
DEFENSE
AC 16, touch 9, flat-footed 16 (+4 armor, –1 Dex, +3 natural)
Fort +5, Ref +2, Will +7
Defensive Abilities fortification (25%); DR 10/adamantine(70 points); Resist fire 10
Weaknesses vulnerable to electricity
OFFENSE
Speed 20 ft.
Melee masterwork dagger +5 (1d4+1/19–20) or slam +4 (1d6+1)
Special Attacks intense spells (+3 damage)
Arcane School Spell-Like Abilities (CL 7th; concentration +12)
8/day—force missile (1d4+3)
Evoker Spells Prepared (CL 7th; concentration +12)
4th—fear (DC 19), ice storm, stoneskin
3rd—dispel magic, fireball (DC 18), lightning bolt (DC 18), stinking cloud (DC 18)
2nd—blindness/deafness (DC 17), false life, invisibility, scorching ray, web (DC 17)
1st—burning hands (DC 16), mage armor, obscuring mist, magic missile, protection from good, shocking grasp (2)
0 (at will)—detect magic, light, message, ray of frost
Opposition Schools enchantment, transmutation
STATISTICS
Str 12, Dex 8, Con 15, Int 20, Wis 8, Cha 14
Base Atk +3; CMB +4; CMD 13
Feats Combat Casting, Craft Construct, Craft Magic Arms and Armor, Craft Wondrous Item, Improved Initiative, Iron Will, Scribe Scroll
Skills Acrobatics –5, Appraise +15, Climb –3, Craft (armor) +15, Escape Artist –5, Intimidate +12, Knowledge (arcana, engineering, planes) +15, Perception +6, Sleight of Hand –5, Spellcraft +15, Stealth –5, Swim –3
Languages Common, Elven, Giant, Goblin, Ignan, Undercommon
SQ arcane bond (ring)
Combat Gear potion of cure moderate wounds, wand of magic missile (CL 3rd, 25 charges);
Other Gear masterwork dagger, belt of mighty constitution +2, cloak of resistance +1, Spire transport token, journal, 273 gp
High Mother Sarise Dremagne, head of the Temple of the Golden Key. In a conversation with Darelle, she acknowledges that she can resurrect a dead person, for a substantial donation to the temple.
Ivan Browndog is a mercenary from the Salamender Company and provides muscle for Thorne's many operations.
Maegla Tarnlar is the wife of the clothier in Red Larch and the local agent for the Lord's Alliance
Dr. Mordel is Fort Inevitable’s physician. When people who cannot afford healing at the temple or do not go there for philosophical reasons are sick or have injuries, they go to Dr. Mordel. He has not left his residence in the 35 years he has lived in the town. When asked about it, he remains evasive.
Mother Holworth (N female venerable human commoner 2) is Aline Merlon's neighbor. A stern, sharp-tongued woman in her mid 70s, she has outlived two husbands and now lives with her children, grandchildren, and even a few very young great-grandchildren. She runs the best dairy farm in the region, and Holworth cheeses are renowned far and wide.
N Medium humanoid (female human)
Init +1; Senses Perception +4
hp 7 (2d6)
Fort +0, Ref +1, Will -1
Melee frying pan +1 (1d6 plus 1 fire [if hot])
Ranged bottle of wine +2 (1d4 plus dazzled 1 round [drink in eyes])
Base Atk +1; CMB +1; CMD 12
Feats CatchOff-Guard, Throw Anything
Skills Perception +4, Perform (dance) +3, Profession (barmaid) +4, Profession (cook) +3, Sleight of Hand +2
Languages Common
Léonche de Moustiers (human expert 5) is the Hellknights' Chamberlain and lives in the Citadel.
CR 3
XP 800
Male human expert 5
CN Medium humanoid
Init -1; Senses Perception +0
DEFENSE
AC 9, touch 9, flat-footed 9
hp 22 (5d8)
Fort +1, Ref +0, Will +6
OFFENSE
Spd 30 ft.
Melee walking cane +3 (1d6-1)
STATISTICS
Str 9, Dex 8, Con 10, Int 12, Wis 11, Cha 16
Base Atk +3; CMB +2; CMD 11
Feats Improved Iron Will, Iron Will, Persuasive, Skill Focus (Apraise)
Skills Appraise +14, Bluff +11, Diplomacy +13, Disguise +11, Intimidate +13, Knowledge (local) +9, Linguistics +9, Profession (Chamberlain) +8, Sense Motive +8
Languages Common, Halfling, Infernal, Osiriani, Tien, Varisian
Gear darkwood walking cane (masterwork club), fine silk clothing worth 600 gp, gold and pearl ring worth 1,000 gp, 50 pp
Mormuk Goldfoot (LG male dwarf expert 3) is the proprietor of Goldfoot's Mercantile, a trading company. He is a fat, good-natured dwarf, and takes pride in being good company.
Nestra Ruthiol is the waterbaroness of Yartar and head of the Lord's Alliance in the Sumber Hills. She unfortunately hires the Coopers to retrieve an orb of fire from an organization called the Hand of Yartar.
Nethan Scarletlance is a mercenary from the Salamender Company and provides muscle for Thorne's many operations.
Nissa is a small girl who sometimes visit Abernard Royst, her uncle.
Nolan Crueleye is a mercenary from the Salamender Company and provides muscle for Thorne's many operations.
Roger Silverfish, employee of Drurn's Tannery, who helped Thorne hoard and move food during the famine.
Savra Belabranta (human aristocrat 12), knight of the Feathergale Spire
CR 10
XP 9,600
NG Medium humanoid
Init +5; Senses Perception +19
DEFENSE
AC 19, touch 18, flat-footed 18 (+3 chain mail, +2 ring of protection, +3 bracers of defense, +1 Dex)
hp 54 (12d8)
Fort +6, Ref +7, Will +14
OFFENSE
Spd 30 ft.
Melee +2 long sword +11/+6 (1d8+1/19-20)
Ranged mwk composite long bow +11 (1d4-1/19-20)
Space 5 ft.; Reach 5 ft.
STATISTICS
Str 8, Dex 12, Con 10, Int 12, Wis 14, Cha 16
Base Atk +9; CMB +8; CMD 22
Feats Alertness, Defensive Combat Training, Improved Initiative, Improved Iron Will, Iron Will, Persuasive, Skill Focus (Sense Motive)
Skills Bluff +14, Diplomacy +22, Intimidate +22, Knowledge (history) +10, Knowledge (nobility) +16, Linguistics +5, Perception +19, Perform (dance) +9, Perform (sing) +9, Perform (string) +9, Ride +6, Sense Motive +7
Languages Common, Draconic, Elven
Combat Gear masterwork dagger, bracers of armor +3, ring of protection +2, elixir of truth, elixir of vision, figurine of wondrous power (silver raven), headband of mental prowess +2 (Wis, Cha)
Shim Longbranch is a ranger hafling from Dimsdale who plays a critical role n several encounters with the Coopers.
Tarrin Dars, leader of the Splinters, a gang of brigands living in the 3rd level of the Emerald Spire.
Thedan Nammas, sage who leaves near the city of Jol. An eccentric old man, he specializes in historical and giant knowledge, though he does love to read just about anything. Considered by many in his city to be crazy, Thedan himself maintains this pretense. He is in regular correspondence with Abernard Royst in Fort Inevitable.
Tiawask, a wizard of the Goldenfire Order of Thornkeep who is currently missing, lost somewhere in the Emerald Spire.
Thom Braddon, owner of Braddon's General Store (N male human rogue 5). An affable merchant, Tom always has what you need.
Thurl Merosska (human sorcerer 10/assassin 4), Commander of the Feathergale Society.
CR 13
XP 25,600
NE Medium humanoid (human)
Init +10; Senses Perception +15
DEFENSE
AC 28, touch 18, flat-footed 21 (+4 armor, +1 deflection, +6 Dex, +1 dodge, +2 natural, +4 shield)
hp 133 (14 HD; 10d6+4d8+80)
Fort +11, Ref +14, Will +13; +4 vs. poison
Defensive Abilities uncanny dodge; DR 10/adamantine; Immune mind-affecting effects
OFFENSE
Spd 30 ft.
Melee human bane assassin's dagger +19/+14 (1d4+3/17-20 plus purple worm poison), bite +11 (1d4 plus poison)
Ranged mwk composite shortbow +17/+12 (1d6+1/x3)
Space 5 ft.; Reach 5 ft.
Special Attacks death attack (DC 18), poison, serpent's fang* (8 rounds/day), sneak attack +2d6, true death (DC 19)
Spell-Like Abilities (CL 4th; concentration +9)
At will—disguise self (DC 16), ventriloquism
1/day—blur, dominate person (DC 20), major image (DC 18), mass suggestion (DC 21), mirror image, suggestion (DC 18), teleport
Bloodline Spell-Like Abilities (CL 10th; concentration +15)
At will—speak with animals (reptilian animals only)
Sorcerer Spells Known (CL 10th; concentration +15)
5th (4/day)—beast shape III
4th (6/day)—greater invisibility, poison (DC 19), stoneskin
3rd (7/day)—dispel magic, haste, summon monster III (reptiles only), vampiric touch
2nd (7/day)—acid arrow, cat's grace, delay poison, ghoul touch (DC 17), levitate
1st (8/day)—hypnotism (DC 16), mage armor, magic missile, shield, shocking grasp, true strike
0 (at will)—acid splash, bleed (DC 15), dancing lights, detect magic, ghost sound (DC 15), mage hand, message, prestidigitation, read magic
Bloodline serpentine*
STATISTICS
Str 12, Dex 23, Con 18, Int 16, Wis 14, Cha 20
Base Atk +8; CMB +11; CMD 27
Feats Deceitful, Dodge, Eschew Materials, Improved Critical (dagger), Improved Initiative, Quicken Spell, Silent Spell, Toughness, Weapon Finesse, Weapon Focus (dagger)
Skills Acrobatics +17, Bluff +31, Climb +12, Disable Device +15, Disguise +28 (+38 with disguise self ), Escape Artist +17, Intimidate +14, Knowledge (arcana) +12, Perception +15, Sense Motive +12, Sleight of Hand +15 (+19 to conceal weapons), Stealth +25, Use Magic Device +15
Languages Aklo, Azlanti, Common, Polyglot; telepathy 100 ft.
SQ bloodline arcana, hidden weapons, poison use, serpent friend* (viper familiar), snakeskin* Combat Gear greater slaying arrow (dwarf), potion of bear's endurance, potions of cure light wounds (2), potion of cure moderate wounds, scrolls of heroism (2), scrolls of nondetection (2);
Other Gear dwarf bane assassin's dagger, masterwork composite shortbow (+1 Str) with 20 arrows, cloak of resistance +1, dust of tracelessness, elixir of hiding, ring of protection +1, serpentine brooch (worth 500 gp), oil of taggit (2 doses), purple worm poison (1 dose), thieves' tools, 186 gp
SPECIAL ABILITIES Poison (Ex) Bite–injury; save Fort DC 19; frequency 1/round for 6 rounds; effect 1d2 Con; cure 2 consecutive saves.
Tourbillion (kraken druid 7)
Master of the deep, Tourbillion dwells in the depths of Conqueror's Bay off the coast of Korvosa. A kraken in its original form, Tourbillion's desire to maintain and protect his underwater realm and the sea creatures who live there led it to become a druid. Using his wildshape to transform into a vaguely aquatic humanoid, Tourbillion does not take kindly to explorers and invaders, and does not hesitate to sink ships and slay beasts who cross the borders of its realm.
XP 153,600
CR 25
NE Gargantuan magical beast (aquatic)
Init +4; Senses darkvision 120 ft., low-light vision; Perception +28
DEFENSE
AC 32, touch 6, flat-footed 32 (+26 natural, -4 size)
hp 424 (20d10+180) plus (8d8+72)
Fort +27, Ref +14, Will +17, +2 vs. enchantments, +4 vs. fey and plant-targeted effects
Immune cold, mind-affecting effects, poison
OFFENSE
Speed (in kraken form) 10 ft., swim 40 ft., jet 280 ft; in wildshape form 30 ft., swim 20 ft.
Melee 2 arms +26 (2d6+10/19–20 plus grab), 8 tentacles +24 (1d8+5 plus grab), bite +26 (2d8+10)
Space 20 ft.; Reach 20 ft. (60 ft. with arm, 40 ft. with tentacle)
Special Attacks constrict (tentacles, 1d8+10), ink cloud, rend ship, wild shape 3/day
Spell-Like Abilities (CL 15th)
1/day— control weather, control winds, dominate monster (DC 24, animal only), resist energy
Domain Spell-Like Abilities (CL 8th; concentration +12)
8/day—lightning lord
7/day—storm burstDruid Spells Prepared (CL 8th; concentration +12)
4th—control water, flame strike (DC 18), freedom of movement, sleet stormD
3rd—call lightningD (DC 17), greater magic fang, protection from energy, quench, wind wall
2nd—barkskin, bull's strength, fog cloudD, gust of wind (DC 16), warp wood
1st—cure light wounds (4), endure elements, obscuring mist
0 (at will)—create water, detect magic, flare (DC 14), light
D Domain spell; Domain Weather
STATISTICS
Str 30, Dex 10, Con 29, Int 21, Wis 20, Cha 21
Base Atk +26; CMB +40 (+44 grappling); CMD 44 (can’t be tripped)
Feats Bleeding Critical, Blind-Fight, Cleave, Combat Expertise, Critical Focus, Improved Critical (arm), Improved Initiative, Improved Trip, Multiattack, Natural Spell, Power Attack, Toughness, Weapon Finesse
Skills Intimidate +25, Knowledge (geography) +25, Knowledge (nature) +25, Perception +28, Stealth +11, Swim +41, Use Magic Device +25
Languages Aquan, Common, Druidic
SQ tenacious grapple
SPECIAL ABILITIES
Ink Cloud (Ex): A kraken can emit a cloud of black, venomous ink in an 80-foot spread once per minute as a free action while underwater. This cloud provides total concealment, which the kraken can use to escape a fight that is going badly. Creatures within the cloud are considered to be in darkness. In addition, the ink is toxic, functioning as contact poison against all creatures caught within it. The ink cloud persists for 1 minute before dispersing. The save DC against the poison effect is Constitution-based.
Kraken Ink: Ink cloud—contact; save Fort DC 29; frequency 1/round for 10 rounds; effect 1 Str damage plus nausea; cure 2 consecutive saves.
Jet (Ex): A kraken can jet backward as a full-round action, at a speed of 280 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.
Rend Ship (Ex): As a full-round action, a kraken can attempt to use four of its tentacles to grapple a ship of its size or smaller. It makes a CMB check opposed by the ship’s captain’s Profession (sailor) check, but the kraken gets a cumulative +4 bonus on the check for each size category smaller than Gargantuan the ship is. If the kraken grapples the ship, it holds the ship motionless; it can attack targets anywhere on or within the ship with its tentacles, but can only attack foes on deck with its free arms and can’t attack foes at all with its beak. Each round it maintains its hold on the ship, it automatically inflicts bite damage on the ship’s hull.
Tenacious Grapple (Ex): A kraken does not gain the grappled condition if it grapples a foe with its arms or tentacles.
Vitar Shadowborn: A destitute noble who used to own Shadowborn Manor prior to Daryle purchasing it.
Yargin Balko
Male human expert 2
LE Medium humanoid
Init +1; Senses Perception –1
DEFENSE
AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dexterity)
hp 9 (2d6+2)
Fort +1, Ref +1, Will +2
OFFENSE
Spd 30 ft.
Melee dagger +1 (1d4/19–20)
Ranged acid splash +2 touch (1d3 acid) or alchemical item +2 touch (varies)
Zeshan Wayfinder (Aristocrat 5) is the wife of Dhukhean's clan chief.
CR 2
XP 600
Lawful Good Medium humanoid (dwarf)
Init 0; Senses Darkvision 60; Perception +3
DEFENSE
AC 17, Touch 10, flat footed 17 ( Scale mail, Shield, heavy wooden) (+5 armor, +2 shield)
hp 27 (0d8+5d6+5+5);
Fort +2, Ref +1, Will +4
Resistance to poison +2, Resistance to spells +2
OFFENSE
Speed 20
Melee waraxe, dwarven +6 (1d10+2 X3)
Space 5ft.; Reach 5Special Attacks hatred +1 attack orcs, goblinoids,
STATISTICS
Str 14, Dex 10, Con 12, Int 14, Wis 11, Cha 15
Base Attack +3 CMB 5 ; CMD 15
Feats Armour Prof Heavy, Armour Prof Light, Armour Prof Medium, Martial Weapon Proficiency, Mounted Combat, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Weapon Focus
Skills Appraise 7, Bluff 2, Diplomacy 10, Disguise 2, Handle Animal 6, Intimidate 10, Knowledge Geography 2, Knowledge Nobility 10, Linguistics 2, Perception 3, Perform Oratory 2, Ride 8, Sense Motive 4, Survival 0, Swim -4
Languages Common, Dwarven
SQ Defensive Training +4 Dodge AC against Giant type, Greed +2 Appraise related to stone or metal work, Slow and Steady Base speed of 20 ft, speed is never modified by armor or encumbrance, Stability +4 bonus on being bullrushed or tripped, Stonecunning +2 bonus on Perception for unusual stonework
No comments:
Post a Comment