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Gunslinger (level 4) ®

Lirianne has set her sights on a life of adventure and faces any problems
the world throws at her with both barrels blazing.

LIRIANNE
Female half-elf gunslinger 4 (Ultimate Combat 9)
CG Medium humanoid (elf, human)
Init +5; Senses low-light vision; Perception +8
DEFENSE
AC 19, touch 15, flat-footed 15 (+4 armor, +1 deflection, +3 Dex, +1
dodge)
hp 38 (4d10+12)
Fort +6, Ref +7, Will +4; +2 vs. enchantments
Immune magic sleep effects
OFFENSE
Speed 30 ft.
Melee longsword +5 (1d8+1/19–20)
Ranged mwk pistol +9 (1d8/×4)
STATISTICS
Str 12, Dex 16, Con 14, Int 10, Wis 16, Cha 11
Base Atk +4; CMB +5; CMD 20
Feats Gunsmithing*, Point Blank Shot, Precise Shot, Skill Focus
(Perception)*, Weapon Focus (pistol)* “I’d be obliged if you stood down, friend.
Skills Craft (alchemy) +7, Intimidate +7, Knowledge (engineering) +7, I got no stomach for killing this early.”
Perception +8, Sleight of Hand +10; Armor Check 0
Traits Elven Reflexes*, Killer Lirianne can spend grit to accomplish deeds (see above), and regains
Languages Common, Elven 1 point of grit each time she confirms a critical hit with a firearm or
SQ deeds (deadeye, gunslinger initiative, gunslinger’s dodge, pistol- when she reduces a creature to 0 or fewer hit points with a firearm.
whip, quick clear, utility shot), elf blood*, grit (3), gunsmith*, nimble Killer When Lirianne confirms a critical hit, she deals an additional
+1* amount of damage equal to her weapon’s critical modifier (+2
Combat Gear oil of silence, potion of cat’s grace, potion of cure light with her longsword or +4 with her pistol). This additional damage
wounds, alchemist’s fire; Other Gear +1 studded leather, longsword, is added to the final total and is not multiplied by the critical hit
mwk pistols (2) with 30 bullets, ring of protection +1, adamantine multiple itself.
bullets (5), backpack, dagger, gunsmith’s kit, hemp rope (50 ft.), Pistol Lirianne’s pistol attacks resolve against the target’s touch AC
paper cartridges (15), powder horn with 10 doses of black powder, when the target is within the first range increment of the weapon
silver bullets (5), sunrods (2), waterskin, 29 gp (20 ft.) and has a maximum range of five range increments. The
SPECIAL ABILITIES guns can each hold a single bullet at a time, and reloading one of
Deeds Lirianne can spend grit points (see below) to accomplish the them is a standard action that provokes attacks of opportunity. If a
following deeds and those listed on the 1st-level version of her stats: pistol attack is ever a natural 1, the firearm misfires and gains the
Gunslinger Initiative: As long as she has at least 1 grit point, Lirianne broken condition. While it has the broken condition, it suffers the
gains a +2 bonus on initiative checks. normal disadvantages that broken weapons do, and its misfire value
Pistol-Whip: Lirianne can make a surprise melee attack with the handle increases to a range of 1–5. If her broken pistol misfires again, it
of her pistols as a standard action costing 1 grit point (+7 [1d6/×2]). If explodes, destroying the weapon and creating a 5 ft. burst from one
the attack hits, she can make a combat maneuver check to knock the randomly determined corner of her square, dealing damage to any
target prone as a free action. creature in the burst (including Lirianne) as if it had been damaged
Utility Shot: If Lirianne has at least 1 grit point, she can perform a number by the weapon—a DC 12 Reflex save halves this damage.
of utility shots as described on page 11 of Ultimate Combat. Each utility Point Blank Shot When Liriane shoots at a target within a range of 30
shot can be applied to any single attack with a firearm, but Lirianne ft, she adds +1 to her attack and damage roll.
must declare the utility shot she is using before firing the shot. Precise Shot Lirianne can shoot at a target engaged in melee without
Grit Lirianne begins each day with 3 grit points. Her grit goes up or taking the standard –4 penalty on the attack.
down throughout the day, but cannot go higher than this maximum. * This ability has already been calculated into Lirianne’s stats.

Lirianne always dreamed of living the adventures she read about in fairy tales and penny dreadfuls. When a storm of primal magic sent
the dutiful Alkenstar shield marshal to the distant land Avistan, Lirianne found herself in just such an adventure. She now struggles to
balance her resurgence of childhood wonder and adult dedication to justice, all while confronting her long-ignored elven blood.

©2011 Paizo Publishing, LLC. Permission given to photocopy for personal use only.
Ninja (level 4) ®
®

Unassuming when she wants to be, Reiko is a master of disguise and


subtlety, and deadly when she strikes.

REIKO
Female human ninja 4 (Ultimate Combat 11)
N Medium humanoid (human)
Init +6; Senses Perception +8
DEFENSE
AC 17, touch 15, flat-footed 12 (+2 armor, +4 Dex, +1 dodge)
hp 21 (4d8)
Fort +1, Ref +8, Will +2
Defensive Abilities uncanny dodge
OFFENSE
Speed 30 ft.
Melee +1 wakizashi +8 (1d6+1/18–20), or
mwk kusarigama +4 (1d3/1d6)
Ranged shuriken +7 (1d2)
Special Attacks sneak attack +2d6
STATISTICS
Str 10, Dex 19, Con 10, Int 13, Wis 12, Cha 14
Base Atk +3; CMB +3; CMD 18
Feats Deceitful*, Dodge*, Mobility, Weapon Finesse*
Skills Acrobatics +11, Bluff +11, Climb +7, Disguise +11, Escape Artist
“The spider waits for its prey to
+11, Knowledge (religion) +5, Perception +8, Sense Motive +8 (+13 come to its web.”
to intercept secret messages), Sleight of Hand +11, Stealth +11, Use
Magic Device +9; Armor Check 0 point from her ki pool to give herself a +4 insight bonus on Stealth
Traits Canter, Reactionary* checks for 1 round. Each of these powers is activated as a swift action.
Languages Common, Giant, Tien Kusarigama This double weapon has a single sickle held in the off-hand
SQ ki pool (4), ninja tricks (combat trick, vanishing trick), no trace +1, attached by 10 feet of fine chain to a weighted metal ball, and has
poison use the grapple, monk, reach, and trip weapon qualities.
Combat Gear potions of cure light wounds (3), potion of jump, potion No Trace The DC to track a ninja using the Survival skill increases
of pass without trace, potion of protection from evil, caltrops, flash by +1. In addition, her training gives her a +1 insight bonus on
powder, smoke pellet; Other Gear +1 haramaki, mwk kusarigama, Disguise skill checks and on opposed Stealth checks whenever she is
+1 wakizashi, shuriken (10), hat of disguise, backpack, belt pouch, stationary and does not take any action for at least 1 round.
grappling hook, silk rope (50 ft.), 3 gp Smoke Pellet This small clay sphere contains two alchemical substances
SPECIAL ABILITIES separated by a thin barrier. When you break the sphere, the substances
Canter Reiko has been trained to read people’s true intentions. Anyone mingle and fill a 5-foot square with a cloud of foul but harmless yellow
who attempts to use Bluff to deliver a secret message to Reiko gains a smoke. The smoke pellet acts as a smokestick, except the smoke only
+5 bonus on his Bluff check. When Reiko attempts to intercept a secret lasts for 1 round before dispersing. You may throw a smoke pellet as a
message using Sense Motive, Reiko gains a +5 trait bonus on the attempt. ranged touch attack with a range increment of 10 feet.
Flash Powder This coarse gray powder ignites and burns almost instantly Vanishing Trick As a swift action costing 1 ki point, Reiko can disappear
if exposed to flame, significant friction, or even a force such as (as invisibility) for 1 round per level.
throwing it against a floor (a standard action). Creatures within the Wakizashi Reiko’s blade has the deadly weapon quality. When
10-foot-radius burst are blinded for 1 round (Fortitude DC 13 negates). delivering a coup de grace, she adds +4 to damage when calculating
Ki Pool By spending 1 point from her ki pool, Reiko can make one the DC of the Fortitude saving throw to see whether the target of the
additional attack at her highest attack bonus, but she can do so only coup de grace dies from the attack. The bonus is not added to the
when making a full attack. In addition, she can spend 1 point to actual damage of the coup de grace attack.
increase her speed by 20 feet for 1 round. Finally, she can spend 1 * The effects of this ability have already been included in her stats.

Reiko’s mother had no wish for her only daughter to follow the shadowed path of a ninja, but Reiko was pulled into it after their home was
overrun. Seeking the truth behind the invasions, the two sought answers, but Reiko’s mother died not long after Reiko’s training began.
Burning her enemies’ faces into her mind, Reiko has followed many trails to seek her revenge, a path that has brought her over the northern
snows of the Crown of the World. Finding herself in strange new lands, Reiko has yet to pick up the trail again, but if there is one thing Reiko
is, it is patient. Her caution and stealth serves her well among her new allies in the Pathfinder Society, often journeying in the guise of a
poverty-stricken priest to find information denied to the Pathfinders through normal routes, and ever watchful for her village’s invaders.

©2011 Paizo Publishing, LLC. Permission given to photocopy for personal use only.
Samurai (level 4) ®
®

Hayato cuts a stern and silent figure. Exiled for avenging his master’s
murder, he now travels as a ronin, serving whatever cause seems noble.

HAYATO
Male human samurai 4 (Ultimate Combat 18)
LG Medium humanoid (human)
Init +1; Senses Perception +6
DEFENSE
AC 20, touch 11, flat-footed 19 (+9 armor, +1 Dex)
hp 38 (4d10+12)
Fort +6, Ref +2, Will +3
OFFENSE
Speed 20 ft.
Melee +1 katana +9 (1d8+4/18–20) or naginata +7 (1d8+4/×4)
Ranged mwk longbow +6 (1d8/×3)
Special Attacks challenge (+4, 2/day)
STATISTICS
Str 16, Dex 13, Con 15, Int 10, Wis 14, Cha 12
Base Atk +4; CMB +7; CMD 18
Feats Mounted Combat, Power Attack, Weapon Focus (katana)*
Skills Diplomacy +7, Handle Animal +7, Linguistics +1, Perception +6,
Perform (string) +2, Ride +4, Sense Motive +10; Armor Check –4
Traits Armor Expert*, Suspicious*
Languages Common, Tien
SQ mount (Jinfu [horse]), mounted archer, order abilities (self reliant),
order challenge +2, resolve, ronin, weapon expertise (katana)
Combat Gear potion of cure moderate wounds, potion of remove
fear; Other Gear +1 o-yoroi armor, +1 katana, naginata,
masterwork longbow with 20 arrows, backpack, koto
My soul feeds upon honor, and my blade on
(stringed instrument) waterskin, 31 gp flesh. We will both gorge this day.”
SPECIAL ABILITIES
Challenge Two times per day as a swift action, Hayato may challenge and gain a +4 bonus on damage.
an enemy he sees. Until that enemy is slain, he gains a +4 bonus on Resolve Twice per day, Hayato can muster his resolve to perform one
damage rolls against that enemy, but takes a –2 AC penalty against of the following actions:
any other enemies. If Hayato is the target of a challenge or smite Determined: As a standard action, Hayato removes the fatigued,
made by the target of his challenge, he also gains a +2 morale bonus shaken, or sickened condition from himself.
on attack rolls and a +2 dodge bonus to AC against his opponent. Resolute: Before making a Will or Fortitude save, Hayato may decide
Mount Hayato’s horse, Jinfu, is extraordinarily skilled and loyal. He obeys to roll two dice and use the best result.
without fear or hesitation, even in combat. Jinfu’s stats are as follows: Unstoppable: If reduced below 0 hit points but not killed, Hayato can
Size Large; Speed 50 ft.; AC 18; hp 34; Fort +7, Ref +6, Will +4; Melee remain conscious and upright, though he can only take a single
bite +8 (1d4+5), 2 hooves +3 (1d6+2); Feats Alertness, Iron Will; Skills move or standard action each round. He falls unconscious if he
Perception +11; Str 20, Dex 14, Con 17, Int 2, Wis 12, Cha 6; SQ low- takes any more damage.
light vision, scent, war-trained If Hayato defeats the target of his challenge ability, he regains one
Mounted Archer Hayato only takes a –2 penalty for firing ranged spent resolve.
weapons while mounted, or a –4 penalty at full gallop. Self Reliant If Hayato fails a Will save, he may make a second save against
Mounted Combat Once per round when his mount is hit, Hayato may the same effect at the end of his next turn. Whenever Hayato is reduced
make a Ride check as an immediate action to negate the hit. The DC to 0 hit points, he may roll to stabilize twice on his next round.
is equal to the opponent’s attack roll. Weapon Expertise Hayato may draw his katana as a free action. Whenever
Power Attack Before attacking, Hayato may choose to take a –2 penalty he threatens a critical with a katana, he gains a +2 bonus to confirm.
on all attack rolls and combat maneuver checks until his next turn * The effects of this ability are already calculated into Hayato’s stats.

Honor is strength. It is a maxim that Nakayama Hayato has known since birth , and one whose barbs he still feels deep in his f lesh. After
his banishment from distant Minkai for avenging his master’s death against a rival noble. the samurai came to rest in the Inner Sea
region. He operates as a fearless and talented mercenary—or ronin, as he terms it—for those whose cause seem righteous, yet refuses to
bow to anyone regardless of status, saying only that he has had his f ill of masters.

©2011 Paizo Publishing, LLC. Permission given to photocopy for personal use only.

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