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Table structure:

  • Name - Wikitext
  • Categories - Wikitext
  • CR - Wikitext
  • XP - Integer
  • Alignment - Wikitext
  • Size - Wikitext
  • Type - Wikitext
  • SubTypes - Wikitext
  • Init - Wikitext
  • Perception - Wikitext
  • Senses - Wikitext
  • AC - Integer
  • TouchAC - Integer
  • FlatfootedAC - Integer
  • ACBonus - Wikitext
  • hp - Wikitext
  • hpBonus - Wikitext
  • Fort - Wikitext
  • Ref - Wikitext
  • Will - Wikitext
  • saveBonus - Wikitext
  • DR - Wikitext
  • SR - Wikitext
  • Immune - Wikitext
  • Speed - Wikitext
  • Melee - Wikitext
  • Ranged - Wikitext
  • SA - Wikitext
  • Space - Wikitext
  • Reach - Wikitext
  • CL - Wikitext
  • MSB - Wikitext
  • AltMSB - Wikitext
  • MSD - Wikitext
  • AltMSD - Wikitext
  • Concentration - Wikitext
  • Tradition - Wikitext
  • CAM - Wikitext
  • SP - Wikitext
  • Spheres - Wikitext
  • StandardActions - Wikitext
  • FullroundActions - Wikitext
  • MoveActions - Wikitext
  • SwiftActions - Wikitext
  • ImmediateActions - Wikitext
  • FreeActions - Wikitext
  • SpecialAbilities - Wikitext
  • SpecialQualities - Wikitext
  • Strength - Wikitext
  • Dexterity - Wikitext
  • Constitution - Wikitext
  • Intelligence - Wikitext
  • Wisdom - Wikitext
  • Charisma - Wikitext
  • BAB - Wikitext
  • CMB - Wikitext
  • AltCMB - Wikitext
  • CMD - Wikitext
  • AltCMD - Wikitext
  • MMD - Wikitext
  • AltMMD - Wikitext
  • TEN - Wikitext
  • AltTenacity - Wikitext
  • Feats - Wikitext
  • Talents - Wikitext
  • Skills - Wikitext
  • Languages - Wikitext
  • SQ - Wikitext
  • Equipment - Wikitext
  • Abilities - Wikitext
  • Fluff - Wikitext
  • Description - Wikitext
  • Climate - Wikitext
  • Terrain - Wikitext
  • RegionTags - Wikitext

This table has 127 rows altogether.

Page Name Categories CR XP Alignment Size Type SubTypes Init Perception Senses AC TouchAC FlatfootedAC ACBonus hp hpBonus Fort Ref Will saveBonus DR SR Immune Speed Melee Ranged SA Space Reach CL MSB AltMSB MSD AltMSD Concentration Tradition CAM SP Spheres StandardActions FullroundActions MoveActions SwiftActions ImmediateActions FreeActions SpecialAbilities SpecialQualities Strength Dexterity Constitution Intelligence Wisdom Charisma BAB CMB AltCMB CMD AltCMD MMD AltMMD TEN AltTenacity Feats Talents Skills Languages SQ Equipment Abilities Fluff Description Climate Terrain RegionTags
GM:Air Mephit Air Mephit Elemental, Air, Melee Combatant, The Elemental Seas 3 800 N Small outsider air +6 +6 darkvision 60 ft. 17 14 9 +2 Dex, +1 dodge, +3 natural, +1 size 19 3d10+3 +2 +5 +3 5/magic 30 ft., fly 60 ft. (perfect)
2 claws +5 (1d3+1)
breath 15-foot cone, 1d8 bludgeoning damage, Reflex DC 13 for half, every 4 rounds
blur (1/hour, 6 min) gain concealment (20% miss chance)
gust of wind (1/day, 1 rnd, Fort negates) disturbs flying creatures and may blow away smaller ones; see Gust of Wind
fast healing 2 (works only in gusty and windy areas)
summon (1/day, 1 full round, 1 hour) 25% chance of summoning another Air Mephit.
13 15 12 6 11 14 +3 +3 15 13 Fearless Dodge, Improved Initiative Bluff +8, Fly +10, Perception +6, Stealth +12 Auran Air mephits are commonly found on the Plane of Air. These mephits are whimsical and prone to distraction. https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/mephit/mephit-air/ air elemental seas
GM:Archaeopteryx Archaeopteryx Bird, Manhunter, Melee 1/4 100 animal {{{StandardActions}}} https://www.d20pfsrd.com/bestiary/monster-listings/animals/archaeopteryx/ temperate and warm forests Chuum, Iokun, Khemm, Ravalon, Uth
GM:Arctic Hare Hare, Arctic Melee 1/6 65 animal {{{StandardActions}}} https://www.d20pfsrd.com/bestiary/monster-listings/animals/hare-arctic/ cold plains Hoth
GM:Arctic Tern Tern, Arctic Bird, Melee 1/6 65 animal {{{StandardActions}}} https://www.d20pfsrd.com/bestiary/monster-listings/animals/birds/tern-arctic/ cold coasts Hoth
GM:Armadillo Armadillo Melee 1/4 100 animal {{{StandardActions}}} https://www.d20pfsrd.com/bestiary/monster-listings/animals/armadillo/ temperate and warm plains Ravalon, Uth
GM:Assassin Sniper Assassin Sniper Assassin, Criminal, Ranged, NPC 1 400 Medium humanoid +3 +7 16 13 8 +3 Dex, +3 studded leather armor 13 2d10+2 +4 +6 +2 30 ft. +5 shortsword (1d6+1/19-20) +1d6 fatal thrust +poison +5 light crossbow (1d8/19-20) +1d6 fatal thrust +1d10 deadly shot +poison {{{StandardActions}}} 12 16 12 10 14 8 +2 +3 16 12 Steady Rapid Reload, Skill Focus (Stealth) Alchemy(poison), Equipment(Finesse Fighting, Rogue Weapon Training), Fencing, Scout, Sniper Acrobatics +8, Bluff +4, Climb +6, Craft(alchemy) +5, Knowledge(local) +5, Perception +7, Stealth +11, Survival +7 shortsword, light crossbow, studded leather armor (not geared according to NPC rules)

Deadly Shot

As a special attack action, you may make an attack with a ranged weapon. You may add any one (snipe) talent you know to this attack.

In addition, you may expend your martial focus to increase the damage dealt by the attack by 1d10, or 1d6 if the attack targets touch AC or is made with a scatter weapon. You must choose whether or not to use this ability before making your attack roll. These extra damage dice are not multiplied on a critical hit, but are added to the total. (Increase on level 4)

Fatal Thrust

On an attack action or an attack of opportunity against a target is within 30 ft. and that the assassin is flanking, that is flat-footed, or that has lost its Dexterity bonus to AC, the assassin deals an additional +1d6 precision damage. This damage is not multiplied on a critical hit. (Increase on level 5)

Precise Shot

You can shoot or throw ranged weapons at a creature engaged in melee without taking the standard –4 penalty on their attack roll.

Poisoner

You may create a special poison as a standard action, or a move action if you have access to an alchemist’s lab or alchemist’s crafting kit. You may apply this poison to a weapon as part of the same standard or move action used to create it and do not risk poisoning yourself when doing so.

A poison remains potent until used or for 1 round +1 per 4 ranks in Craft (alchemy) you possess, whichever comes first.

This special poison forces the opponent to make a successful Fortitude save against it (saving throw DCs are determined using the normal formula for combat sphere talents but substituting ranks in Craft (alchemy) for base attack bonus) or become Fatigued for 1 minute.

This poison may be contact, ingested, inhaled, or injury (chosen when created), but you cannot increase its DC by using multiple doses. Inhaled poisons are considered splash weapons that fill up a 10 ft. cube when used.

Scout

As a swift action, you may identify a creature’s weaknesses (DC 10 + creature’s CR) as described under the Knowledge skill, but may substitute a Perception check for the appropriate Knowledge check at a -5 penalty. This only reveals the target’s weaknesses, or lack thereof, (such as damage reduction types and vulnerabilities), and does not reveal any additional information about the target.

Once you have succeeded at a scout attempt or Knowledge check against a target, any talents or effects that require you to scout a target may be used against the target for the next 24 hours; after this period you must successfully use the scout ability against the target again to continue benefiting from related effects.

GM:Assassin Sniper Deadly Assassin Sniper Assassin, Criminal, Ranged, NPC 3 800 Medium humanoid +4 +9 17 14 8 +4 Dex, +3 studded leather armor 26 4d10+4 +5 +8 +4 30 ft. +8 shortsword (1d6+1/19-20) +1d6 fatal thrust +1d6 sneak attack +poison +9 light crossbow (1d8/19-20) +1d6 fatal thrust +1d6 sneak attack +1d10 deadly shot +poison
shortsword +8 (1d6+1/19-20)
Sneak Attack: +2d6 precision damage
crossbow +9 (1d8/19-20, 80 feet) If damage is at least 50% of target's current hp, Fortitude save or die.
★ +1d10 damage
Sneak Attack, within 40 feet: 2d6 precision damage
poisoner Add poison to weapon, lasting 2 rounds. Fortitude DC 14 or become Fatigued or Confused.
focusing reload Reload crossbow and regain ★
reload Reload crossbow
12 18 12 10 14 8 +4 +5 19 14 Steady Extra Combat Talent(Head Shot), Rapid Reload, Skill Focus (Stealth) Alchemy(poison, Mind Venom), Equipment(Finesse Fighting, Rogue Weapon Training), Fencing, Scout, Sniper(Focusing Reload, Head Shot) Acrobatics +11, Bluff +6, Climb +8, Craft(alchemy) +7, Knowledge(local) +7, Perception +9, Stealth +14, Survival +9 masterwork light crossbow, shortsword, masterwork studded leather armor, 2x Blue Whinnis poison, Ring of Determination +1, 2x Healing potion 2d8+3, 2x Tanglefoot bag, 2x Caltrops

Deadly Shot

As a special attack action, you may make an attack with a ranged weapon. If your deadly shot deals damage equal to at least 50% of the target’s current hit points, the target must make a successful Fortitude saving throw or die. Constructs, elementals, swarms, and oozes are immune to this ability. This is a death effect.

In addition, you may expend your martial focus to increase the damage dealt by the attack by 1d10, or 1d6 if the attack targets touch AC or is made with a scatter weapon. You must choose whether or not to use this ability before making your attack roll. These extra damage dice are not multiplied on a critical hit, but are added to the total. (Increase on level 4)

Fatal Thrust

On an attack action or an attack of opportunity against a target is within 40 ft. and that the assassin is flanking, that is flat-footed, or that has lost its Dexterity bonus to AC, the assassin deals an additional +1d6 precision damage. This damage is not multiplied on a critical hit. (Increase on level 5)

Sneak Attack

The assassin’s attack deals extra 1d6 damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the slayer flanks his target. Should the assassin score a critical hit with a sneak attack, this additional damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 40 feet.

The assassin must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An assassin cannot use sneak attack while striking a creature with concealment.

Precise Shot

You can shoot or throw ranged weapons at a creature engaged in melee without taking the standard –4 penalty on their attack roll.

Focusing Reload

You may regain martial focus whenever you use a move, standard, or full-round action to reload a weapon you are wielding (including nocking an arrow to a bow).

If you can normally reload your weapon faster than a move action, you may choose to reload as a move action to gain this benefit.

Poisoner

You may create a special poison as a standard action, or a move action if you have access to an alchemist’s lab or alchemist’s crafting kit. You may apply this poison to a weapon as part of the same standard or move action used to create it and do not risk poisoning yourself when doing so.

A poison remains potent until used or for 1 round +1 per 4 ranks in Craft (alchemy) you possess, whichever comes first.

This poison may be contact, ingested, inhaled, or injury (chosen when created), but you cannot increase its DC by using multiple doses. Inhaled poisons are considered splash weapons that fill up a 10 ft. cube when used.

This special poison forces the opponent to make a successful Fortitude save against it (saving throw DCs are determined using the normal formula for combat sphere talents but substituting ranks in Craft (alchemy) for base attack bonus). Choose one effect on creation:

Scout

As a swift action, you may identify a creature’s weaknesses (DC 10 + creature’s CR) as described under the Knowledge skill, but may substitute a Perception check for the appropriate Knowledge check at a -5 penalty. This only reveals the target’s weaknesses, or lack thereof, (such as damage reduction types and vulnerabilities), and does not reveal any additional information about the target.

Once you have succeeded at a scout attempt or Knowledge check against a target, any talents or effects that require you to scout a target may be used against the target for the next 24 hours; after this period you must successfully use the scout ability against the target again to continue benefiting from related effects.

GM:Assassin Sniper Sniper Assassin, Criminal, Ranged, NPC 1/2 200 Medium humanoid +3 +6 16 13 8 +3 Dex, +3 studded leather armor 6 1d10+1 +3 +5 +2 30 ft. +4 shortsword (1d6+1/19-20) +1d6 fatal thrust +poison +4 light crossbow (1d8/19-20) +1d6 fatal thrust +poison {{{StandardActions}}} 12 16 12 10 14 8 +1 +2 15 12 Steady Skill Focus (Stealth) Alchemy(poison), Equipment(Finesse Fighting, Rogue Weapon Training), Fencing, Scout Acrobatics +7, Bluff +3, Climb +5, Craft(alchemy) +4, Knowledge(local) +4, Perception +6, Stealth +10, Survival +6 shortsword, light crossbow, studded leather armor (not geared according to NPC rules)

Fatal Thrust

On an attack action or an attack of opportunity against a target is within 30 ft. and that the assassin is flanking, that is flat-footed, or that has lost its Dexterity bonus to AC, the assassin deals an additional +1d6 precision damage. This damage is not multiplied on a critical hit. (Increase on level 5)

Poisoner

You may create a special poison as a standard action, or a move action if you have access to an alchemist’s lab or alchemist’s crafting kit. You may apply this poison to a weapon as part of the same standard or move action used to create it and do not risk poisoning yourself when doing so.

A poison remains potent until used or for 1 round +1 per 4 ranks in Craft (alchemy) you possess, whichever comes first.

This special poison forces the opponent to make a successful Fortitude save against it (saving throw DCs are determined using the normal formula for combat sphere talents but substituting ranks in Craft (alchemy) for base attack bonus) or become Fatigued for 1 minute.

This poison may be contact, ingested, inhaled, or injury (chosen when created), but you cannot increase its DC by using multiple doses. Inhaled poisons are considered splash weapons that fill up a 10 ft. cube when used.

Scout

As a swift action, you may identify a creature’s weaknesses (DC 10 + creature’s CR) as described under the Knowledge skill, but may substitute a Perception check for the appropriate Knowledge check at a -5 penalty. This only reveals the target’s weaknesses, or lack thereof, (such as damage reduction types and vulnerabilities), and does not reveal any additional information about the target.

Once you have succeeded at a scout attempt or Knowledge check against a target, any talents or effects that require you to scout a target may be used against the target for the next 24 hours; after this period you must successfully use the scout ability against the target again to continue benefiting from related effects.

GM:Assassin Sniper Veteran Assassin Sniper Assassin, Criminal, Ranged, NPC 2 600 Medium humanoid +3 +8 16 13 8 +3 Dex, +3 studded leather armor 20 3d10+3 +4 +6 +3 30 ft. +6 shortsword (1d6+1/19-20) +1d6 fatal thrust +1d6 sneak attack +poison +6 light crossbow (1d8/19-20) +1d6 fatal thrust +1d6 sneak attack +1d10 deadly shot +poison {{{StandardActions}}} 12 16 12 10 14 8 +3 +4 17 13 Steady Extra Combat Talent(Head Shot), Rapid Reload, Skill Focus (Stealth) Alchemy(poison), Equipment(Finesse Fighting, Rogue Weapon Training), Fencing, Scout, Sniper(Focusing Reload, Head Shot) Acrobatics +9, Bluff +5, Climb +7, Craft(alchemy) +6, Knowledge(local) +6, Perception +8, Stealth +12, Survival +8 shortsword, light crossbow, studded leather armor (not geared according to NPC rules)

Deadly Shot

As a special attack action, you may make an attack with a ranged weapon. If your deadly shot deals damage equal to at least 50% of the target’s current hit points, the target must make a successful Fortitude saving throw or die. Constructs, elementals, swarms, and oozes are immune to this ability. This is a death effect.

In addition, you may expend your martial focus to increase the damage dealt by the attack by 1d10, or 1d6 if the attack targets touch AC or is made with a scatter weapon. You must choose whether or not to use this ability before making your attack roll. These extra damage dice are not multiplied on a critical hit, but are added to the total. (Increase on level 4)

Fatal Thrust

On an attack action or an attack of opportunity against a target is within 30 ft. and that the assassin is flanking, that is flat-footed, or that has lost its Dexterity bonus to AC, the assassin deals an additional +1d6 precision damage. This damage is not multiplied on a critical hit. (Increase on level 5)

Sneak Attack

The assassin’s attack deals extra 1d6 damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the slayer flanks his target. Should the assassin score a critical hit with a sneak attack, this additional damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

The assassin must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An assassin cannot use sneak attack while striking a creature with concealment.

Precise Shot

You can shoot or throw ranged weapons at a creature engaged in melee without taking the standard –4 penalty on their attack roll.

Focusing Reload

You may regain martial focus whenever you use a move, standard, or full-round action to reload a weapon you are wielding (including nocking an arrow to a bow).

If you can normally reload your weapon faster than a move action, you may choose to reload as a move action to gain this benefit.

Poisoner

You may create a special poison as a standard action, or a move action if you have access to an alchemist’s lab or alchemist’s crafting kit. You may apply this poison to a weapon as part of the same standard or move action used to create it and do not risk poisoning yourself when doing so.

A poison remains potent until used or for 1 round +1 per 4 ranks in Craft (alchemy) you possess, whichever comes first.

This special poison forces the opponent to make a successful Fortitude save against it (saving throw DCs are determined using the normal formula for combat sphere talents but substituting ranks in Craft (alchemy) for base attack bonus) or become Fatigued for 1 minute.

This poison may be contact, ingested, inhaled, or injury (chosen when created), but you cannot increase its DC by using multiple doses. Inhaled poisons are considered splash weapons that fill up a 10 ft. cube when used.

Scout

As a swift action, you may identify a creature’s weaknesses (DC 10 + creature’s CR) as described under the Knowledge skill, but may substitute a Perception check for the appropriate Knowledge check at a -5 penalty. This only reveals the target’s weaknesses, or lack thereof, (such as damage reduction types and vulnerabilities), and does not reveal any additional information about the target.

Once you have succeeded at a scout attempt or Knowledge check against a target, any talents or effects that require you to scout a target may be used against the target for the next 24 hours; after this period you must successfully use the scout ability against the target again to continue benefiting from related effects.

GM:Axe Beak Axe Beak Melee Combatant 2 600 N Large animal +3 +9 low-light vision 14 12 6 +3 Dex, +2 natural, -1 size 22 3d8+9 +6 +6 +1 50 ft. 10 ft. 10 ft.
bite +5 (1d8+6)
sudden charge Charge 10-100 ft. and make bite attack with +2 to-hit bonus. On success make free Trip attempt. Suffers -2 AC until start of its next turn.
run Move up to 250 ft.
18 17 16 2 11 10 +2 +7 20 13 Steady Run, Skill Focus(Perception) Perception +9 This stout flightless bird stands upon two long, taloned legs, but it is its axe-shaped beak that looks the most ferocious. Keen-witted and powerful avian predators, axe beaks compete with wolves and hunting cats for prey upon vast, open steppes and prairies. Although feared for their boldness and territorial natures, these giant birds prove eminently tamable, making useful guardians, hunters, and even steeds when kept well fed. Axe beaks are relatively social creatures, forming small groups in which both males and females hunt together. They nest in immense mounds made of sticks, branches, leaves, and whatever else they can scavenge (including the bones and equipment of previous meals), with each nest used by a large group of axe beaks. Females typically lay clutches of 1d4+1 eggs once per year, which the parents take turns keeping warm for 2 months before they hatch. Mature axe beaks stand 9 feet tall and weigh as much as 500 pounds. Their plumage varies widely, from gray to brown to black in temperate climes, but taking on exotic shades of gold, red, blue, and other vibrant hues in more tropical environs. Axe beaks have lifespans of up to 50 years.

An axe beak requires training before it will bear a rider. Taming an axe beak requires 6 weeks of work and a DC 25 Handle Animal check, after which it can be taught tricks as normal. Riding an axe beak requires an exotic saddle. Axe beak eggs are worth 1,000 gp apiece on the open market, while young are worth 1,500 gp each. A light load for an axe beak is up to 200 pounds; a medium load, 201-400 pounds; and a heavy load, 401-600 pounds.

Other types of large, predatory flightless birds exist such as the diatryma and terror bird but the axe beak is but the most commonly encountered and well known of this breed of predator.

temperate and warm plains Chuum, Iokun, Khitai, NorthEmpire, SouthEmpire
GM:Badger Badger Melee Combatant 1/2 200 N Small animal +1 +5 low-light vision, scent 13 12 7 +1 Dex, +1 natural, +1 size 9 1d8+5 +4 +3 +1 30 ft., burrow 10 ft.
bite +1 (1d3)
claw +1 (1d2)
full attack make 1 bite attack and 2 claw attacks
blood rage if the badger has taken damage, it can take this action to gain +2 Constitution and +2 Strength, but take a –2 penalty to its AC for 1 minute.
10 13 15 2 12 6 +0 -1 10 +4 vs Trip 12 Brave Toughness Escape Artist +5, Perception +5 The squat, waddling badger trudges forth. Thrusting its flattened nose about the ground, it sniffs incessantly. cold and temperate forests Hoth, NorthEmpire, Ravalon
GM:Barrow Rat Rat, Barrow Manhunter, Melee 1/4 100 magical beast {{{StandardActions}}} https://www.d20pfsrd.com/bestiary/monster-listings/magical-beasts/barrow-rat/ any ruins, underground, urban All
GM:Bat Bat Bat, Melee Combatant 1/8 50 animal {{{StandardActions}}} https://www.d20pfsrd.com/bestiary/monster-listings/animals/bat/bat/ temperate and warm deserts, forests, ruins and underground any
GM:Black Bear Bear, Black Melee Combatant 3 800 N Medium animal +3 +6 low-light vision, scent 17 13 9 +3 Dex, +4 natural 32 5d8+10 +6 +7 +2 40 ft.
claw +6 (1d4+3) and start a Grapple as a free action.
bite +6 (1d4+3)
full attack make 1 bite attack and 2 claw attacks
17 17 15 2 12 6 +3 +7 +4 grapple 16 16 Nervous Endurance, Skill Focus(Survival) Perception +6, Survival +5, Swim +12 The black bear is a forest-dwelling omnivore that usually is not dangerous unless an interloper threatens its cubs or food supply.

Black bears can be pure black, blond, or cinnamon in color and are rarely more than 5 feet long.

cold and temperate forests Hoth, NorthEmpire, Ravalon
GM:Blacktailed Deer Deer, Blacktailed Melee 1/4 100 animal {{{StandardActions}}} https://www.d20pfsrd.com/bestiary/monster-listings/animals/herd-animals/deer-tohc/ temperate hills and plains All
GM:Boar Boar Melee Combatant 2 600 N Medium animal +0 +6 low-light vision, scent 14 10 9 +4 natural 18 2d8+9 +6 +3 +1 40 ft.
gore +4 (1d8+4)
17 10 17 2 13 4 +1 +4 14 +4 vs trip 13 Brave Toughness Perception +6 This ill-tempered beast’s tiny, bloodshot eyes glare angrily above a mouth filled with sharp tusks. Much more ill-tempered and dangerous than their domesticated kin, boars are omnivorous creatures common to temperate forests, although they are not unknown in tropical climes. Other variants exist as well, such as the particularly ugly warthogs that dwell in tropical plains and savannahs. Boars are often hunted for their flesh, which is considered delicious by most humanoids. Those who hunt boars often do so with a special spear fitted with a cross beam to prevent an impaled boar from pushing forward along the spear shaft to gore its tormentor.

The boar’s stubborn nature and habit of eating even bones makes it well suited as a pet for certain folk. Many thieves’ guilds keep boars for the disposal of bodies, while orc tribes let them run loose in their lairs, where they do a relatively good job at keeping these warrens clean of refuse.

A boar is five feet long and weighs 200 pounds.

temperate and warm deserts, forests, and plains Chuum, Iokun, Khemm, Khitai, NorthEmpire, Ravalon, SouthEmpire, Uth
GM:Brown Bear Bear, Brown Melee Combatant 4 1,200 N Large animal +1 +6 low-light vision, scent 16 10 10 +1 Dex, +6 natural, -1 size 42 5d8+20 +8 +5 +2 40 ft. 10 ft.
claw +7 (1d6+5) and start a Grapple as a free action.
bite +7 (1d6+5)
full attack make 1 bite attack and 2 claw attacks
21 13 19 2 12 6 +3 +9 +4 grapple 20 +4 vs trip 16 Brave Endurance, Skill Focus(Survival) Perception +6, Survival +5, Swim +14 A large, powerful omnivore, the grizzly bear inhabits many of the world’s forested hills. Equally happy consuming nuts, berries, fish, or small mammals, the grizzly is nonetheless fiercely territorial, and will chase off—or, failing that, kill and eat—any intruders it views as competition.

When faced with a foe or small group of threats, the grizzly attempts to subdue or kill with its claws. When it can, the bear tries to grab a single target to deal continual damage until that target is dead, unconscious, or escapes.

cold and temperate forests, hills and plains Hoth, NorthEmpire, Ravalon
GM:Capybara Capybara Melee 1/4 100 animal {{{StandardActions}}} https://www.d20pfsrd.com/bestiary/monster-listings/animals/donkey-rat/ temperate and warm forests Iokun, Khemm, Ravalon, Uth
GM:Cat Cat Domesticated, Melee 1/4 100 animal {{{StandardActions}}} https://www.d20pfsrd.com/bestiary/monster-listings/animals/felines/cat/ any plains and urban All
GM:Creamfoot Fennec Fox, Creamfoot Fennec Melee 1/4 100 animal {{{StandardActions}}} https://www.d20pfsrd.com/bestiary/monster-listings/animals/canines/fox/fox-creamfoot-fennec/ temperate, warm deserts, plains Chuum, Khitai
GM:Deer Deer, Common Melee 1/4 100 animal {{{StandardActions}}} https://www.d20pfsrd.com/bestiary/monster-listings/animals/herd-animals/deer-tohc/ any forests and plains All
GM:Dire Badger Badger, Dire Melee Combatant, Dire Animal 2 600 N Medium animal +6 +10 low-light vision, scent 14 12 7 +2 Dex, +2 natural 22 3d8+9 +6 +5 +2 30 ft., burrow 10 ft.
bite +4 (1d4+2)
claw +4 (1d3+2)
full attack make 1 bite attack and 2 claw attacks
blood rage if the badger has taken damage, it can take this action to gain +2 Constitution and +2 Strength, but take a –2 penalty to its AC for 1 minute.
ferocity Remains conscious when its hit point total is below 0. The dire badger becomes staggered and loses 1 hit point each round. The dire badger still dies when its hit point total reaches a negative amount equal to its Constitution score.
14 15 17 2 12 9 +2 +4 16 +4 vs Trip 14 Brave Improved Initiative, Skill Focus(Perception) Escape Artist +6, Perception +10 A tremendous badger snarls and scrapes its wicked, shovel-like claws. Stocky muscles ripple beneath its streaked and shaggy fur. cold and temperate forests and plains Hoth, NorthEmpire, Ravalon
GM:Dire Bear Bear, Dire Dire Animal, Melee Combatant 7 3,200 N Large animal +5 +12 low-light vision, scent 18 10 12 +1 Dex, +8 natural, -1 size 95 10d8+50 +12 +8 +4 40 ft. 10 ft.
claw +13 (1d6+7) and start a Grapple as a free action.
bite +13 (1d8+7)
full attack make 1 bite attack and 2 claw attacks
running moves 200 ft. when running
25 13 21 2 12 10 +7 +15 +4 grapple 26 +4 vs trip 21 Brave Endurance, Improved Initiative, Iron Will, Run, Skill Focus(Perception) Perception +12, Swim +19 Spittle drips from this feral bear’s roaring maw, and its matted fur is broken in places by wicked, bony growths. Larger, more aggressive, and far more deadly than its lesser cousins, the dire bear (known to barbarian tribes variously as the cave bear or the short-faced bear) is a primeval menace indeed. This behemoth avoids more civilized reaches of the world, preferring to dwell in remote wilderness locations. A dire bear is a rare and terrifying sight—especially to those not used to normal bears.

Unlike most bears, a dire bear is short-tempered and swift to anger when confronted with intruders in its territory. Like a grizzly, a dire bear attempts to subdue or kill with its claws. However, a dire bear is far more likely (and willing) to begin biting a grabbed foe.

cold and temperate forests, hills and plains Hoth, NorthEmpire, Ravalon
GM:Dire Boar Boar, Dire Melee Combatant, Dire Animal 4 1,200 N Large animal +4 +12 low-light vision, scent 15 9 10 +6 natural, -1 size 42 5d8+20 +7 +4 +2 40 ft.
gore +8 (2d6+9)
ferocity Remains conscious when its hit point total is below 0. The dire boar becomes staggered and loses 1 hit point each round. The dire boar still dies when its hit point total reaches a negative amount equal to its Constitution score.
23 10 17 2 13 8 +3 +10 20 +4 vs trip 16 Brave Improved Initiative, Skill Focus (Perception), Toughness Perception +12 The back of this horse-sized boar rises in a steep slope. Its tiny red eyes are crusted with filth and its bristly flank crawls with flies. Whereas the boar is ill-tempered and generally unfriendly, the towering daeodon (known as the dire boar to most commoners and hunters) is legitimately hateful and violent. Although omnivorous like its smaller kin, the daeodon prefers to feed on flesh, and its razor-sharp tusks and keen eyesight make it particularly well suited as a predator. While the daeodon is primarily a scavenger, it isn’t averse to attacking smaller creatures it encounters while searching for easier meals, or those who stumble unwittingly into its territory. Particularly brave or skilled orcs are fond of using daeodons as mounts, and orc cavalry mounted on dire boars make for a fearsome force indeed. A typical adult daeodon is 10 feet long and 7 feet tall at the shoulder. It weighs approximately 2,000 pounds. temperate and warm deserts, forests, and plains Chuum, Iokun, Khemm, Khitai, NorthEmpire, Ravalon, SouthEmpire, Uth
GM:Dire Rat Rat, Dire Rat, Melee Combatant 1/3 135 N Small animal +3 +4 low-light vision, scent 14 14 9 +3 Dex, +1 size 5 1d8+1 +3 +5 +1 40 ft., climb 20 ft., swim 20 ft. bite +1 (1d4 plus Filth Fever)
bite +1 (1d4 plus Filth Fever)
Filth Fever Bite—injury; save Fort DC 11; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. 10 17 13 2 13 4 +0 -1 12 +4 vs Trip 12 Steady Skill Focus(Perception) Climb +11, Perception +4, Stealth +11, Swim +11 Filth Fever Bite—injury; save Fort DC 11; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. https://www.d20pfsrd.com/bestiary/monster-listings/animals/rat/dire-rat/ temperate, warm underground, urban any
GM:Dire Wolf Wolf, Dire Melee Combatant, Dire Animal 3 800 N Large animal +2 +10 low-light vision, scent 14 11 7 +2 Dex, +3 natural, -1 size 37 5d8+15 +7 +6 +2 50 ft. 10 ft.
bite +7 (1d8+6) and Trip as a free action.
19 15 17 2 12 10 +3 +8 20 +4 vs Trip 16 Steady Run, Skill Focus(Perception), Weapon Focus(bite) Perception +10, Stealth +3, Survival +1 (+5 scent tracking) This immense black wolf is the size of a horse, its fangs as large and sharp as knives. An enormous version of a normal wolf, dire wolves represent the wolf in its most primal form. These creatures follow the same basic behaviors of regular wolves, but are much more aggressive. Dire wolves often serve giants as hunting companions and vicious guard animals. Some ferocious humanoids and woodsmen use trained dire wolves as mounts. Darker than normal wolves, dire wolves’ coats tend toward blacks and deep mottled grays. An adult dire wolf is typically about 9 feet long and weighs roughly 800 pounds. cold and temperate any Chuum, Hoth, Khitai, NorthEmpire, Ravalon, SouthEmpire
GM:Dodo Dodo Bird, Melee 1/4 100 animal {{{StandardActions}}} https://www.d20pfsrd.com/bestiary/monster-listings/animals/birds/dodo/ warm coasts and plains Iokun, Khemm, Ravalon, Uth
GM:Dryad Dryad Magic User 3 800 CG Medium fey +3 +10 low-light vision 17 17 9 +4 deflection, +3 Dex 31 5d6+14 +7 +11 +10 5/cold iron 30 ft.
dagger +5 (1d4/19-20)
longbow +6 (1d8/x3)
Spell Points 9
Charms (35 ft., DC 16 Will (negates))
enthral (5 minutes, 1/day), increase the target’s disposition by 1 step to a maximum of friendly.
Decrease to DC 11 if creature has been attacked.
 ❖ Raise target disposition straight to friendly. Not limited to 1/day.
lethargy (1d4 rounds, 1/day), make target Staggered.
sleep (❖, 5 minutes), make target fall asleep. If target takes damage it wakes up, and can be woken by ally as a standard action.
suggestion (5 hours or until finished, 1/day), plant a suggestion in a target’s mind for something that would seem quite logical to them.
 ❖ Raise DC to 18. Not limited to 1/day.
 ❖ Suggest something the target could usually be convinced to do. Not limited to 1/day.
Plants
entangle (35 ft., concentration, requires undergrowth), creatures in 10 ft. radius area must make DC 16 Reflex save or become Entangled. The area also counts a difficult terrain.
If area has thorney plants, all creatures in area suffer 1 piercing damage at start of each turn.
 ❖ Increase duration to 5 rounds.
growth (❖, instantaneous, requires food-bearing plants), plants sprout enough food to feed six medium-sized or two large-sized creatures.
pummel (35 ft., concentration, requires tree), see Pummel.
 ❖ Increase duration to 5 rounds.
speak with plants (❖, self, 5 minutes), gain the ability to speak with plants.
grow plants (❖, 35 ft., instantaneous), grow one tree or 10 ft. radius are of smaller plants. This action can be performed with the same action as pummel or entangle.
Tree Meld(Su) Can disappear inside any tree larger than herself. Can hear, but cannot see, and can only target self with magic. Is not injured by minor damage to tree, but its partial destruction expels her and deals 5d6 damage. Complete destruction expels her and slays her instantly (DC 18 Fort reduces to 5d6 damage).

 ❖, teleport to another tree of the same kind within 1000 feet.

Wild Empathy(Su) Can spend 1 minute to make a Diplomacy check with +15 modifier to improve the attitude of an animal within 30 ft.

Woodcraft(Ex) May shape wood with a touch to make crude changes such as forming walls, doors, coffers and other basic shapes.

Tree Dependent(Su) A dryad must stay within 300 yards of its tree, or immediately become Sickened and later dying.

10 17 14 14 15 19 +2 +2 19 17 Nervous Sphere Focus (Nature), Stealthy Finesse Fighting Climb +8, Craft (wood) +18, Diplomacy +12, Escape Artist +13, Handle Animal +12, Knowledge (nature) +10, Perception +10, Stealth +13 Common, Sylvan Inspiration (Su)

A nymph can choose to inspire and serve as a muse for an intelligent creature by giving that creature a token of her affection (usually a lock of her hair). A single nymph may only inspire one creature at a time in this manner.
As long as the nymph retains her favor for this creature and as long as the creature carries the nymph’s token, the creature gains a +4 insight bonus on all Will saving throws, Craft checks, and Perform checks. The nymph can end this effect at any time as a free action.
If the creature is a bard, they can use his bardic performance for an additional number of rounds per day equal to his nymph muse’s Charisma modifier.
The nymph always knows the distance and direction of her token, and so long as its carrier still possesses it, she always knows of any conditions the carrier is under: unharmed, wounded, poisoned, confused, etc.

temperate forests any
GM:Eagle Eagle Melee Combatant, Flying 1/2 200 N Small animal +2 +10 low-light vision 14 13 12 +2 Dex, +1 natural, +1 size 5 1d8+1 +3 +4 +2 10 ft., fly 80 ft. (average)
talon +3 (1d4+2)
bite +3 (1d4+2)
full attack make 1 bite attack and 2 talon attacks
10 15 12 2 15 7 +0 -1 11 13 Nervous Equipment Sphere(Finesse Fighting) Fly +8, Perception +10 This magnificent bird of prey has dark feathers save for those on its head, which are pure white. Among the most majestic of raptors, these predatory birds pluck fish from streams and lakes, drop down on rodents and small mammals in alpine meadows, and have even been known to pull young mountain goats from the assumed safety of their cliffs.

These birds usually lead solitary life, gathering in groups during nesting season. The bald eagles congregate into large roosts of up to 400 birds. Groups of eagles can also be seen in areas with sufficient amount of prey.

Eagles typically build their massive nests in the tops of tall trees or among the rocky crags of steep cliffs. During breeding season, an eagle lays two eggs, but only one chick normally survives, as the stronger of the two usually kills and eats the weaker.

Eagles generally weigh between 8 and 15 pounds, with a wingspan of up to 7 feet, depending on the species.

any deserts, forests, hills and mountains Hoth, NorthEmpire, Ravalon
GM:Earth Mephit Earth Mephit Elemental, Earth, Melee Combatant, The Elemental Seas 3 800 N Small outsider earth +6 +6 darkvision 60 ft. 17 14 9 +2 Dex, +1 dodge, +3 natural, +1 size 19 3d10+3 +2 +5 +3 5/magic 30 ft., fly 40 ft. (average)
2 claws +5 (1d3+1)
breath 15-foot cone, 1d8 bludgeoning damage, Reflex DC 13 for half, every 4 rounds
soften earth and stone (1/day, 40 ft.) natural earth to mud or sand, natural rock to soft clay; see Soften Earth and Stone
fast healing 2 (works only while underground)
summon (1/day, 1 full round, 1 hour) 25% chance of summoning another Earth Mephit.
13 15 12 6 11 14 +3 +3 15 13 Fearless Dodge, Improved Initiative Bluff +8, Fly +10, Perception +6, Stealth +12 Terran Earth mephits are commonly found on the Plane of Earth. These mephits are plodding and humorless. https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/mephit/mephit-earth/ earth elemental seas
GM:Fire Elemental Fire Elemental, Greater Elemental, Fire, Melee Combatant, The Elemental Seas 4 1,200 N Large outsider elemental, fire +5 +6 darkvision 60 ft. 18 15 7 +5 Dex, +1 dodge, +3 natural, –1 size 44 6d10+12 +3 +4 +3 fire, bleed, paralysis, poison, sleep effects, and stunning 50 ft. slam +4 (1d4+1 + burn(1d4, DC 15)) slam +4 (1d4+1 and DC 15 Reflex save or take 1d4 fire damage at start of turn for 1d4 rounds)

lob +8 (1d4+1 and DC 15 Reflex save or take 1d4 fire damage at start of turn for 1d4 rounds), 20 ft.

slam +4 (1d4+1 and DC 15 Reflex save or take 1d4 fire damage at start of turn for 1d4 rounds) Fire Creatures hitting a fire elemental unarmed or with natural attacks take fire damage as though hit by the quasi-elemental’s slam attack.

Vulnerability to Water Pouring water onto a fire elemental with a ranged touch attack deals 1d4 points of damage to the fire elemental for each gallon (or caster level), and all creatures within 5 ft. of the elemental takes the same amount of fire damage (DC 15 Reflex negates). Water from other sources, such as spells or effects that create water but do not specify an amount in gallons, deal 1d4 points of fire damage per caster level to an acid quasi-elemental within its area of effect.

13 20 15 4 11 11 +3 +4 14 13 Fearless Dodge, Improved Initiative Acrobatics +7, Climb +9, Knowledge (planes) +3, Perception +6 Ignan Fire Creatures hitting a fire elemental unarmed or with natural attacks take fire damage as though hit by the quasi-elemental’s slam attack.

Vulnerability to Water Pouring water onto a fire elemental with a ranged touch attack deals 1d4 points of damage to the fire elemental for each gallon (or caster level), and all creatures within 5 ft. of the elemental takes the same amount of fire damage (DC 15 Reflex negates). Water from other sources, such as spells or effects that create water but do not specify an amount in gallons, deal 1d4 points of fire damage per caster level to an acid quasi-elemental within its area of effect.

fire elemental seas
GM:Fire Mephit Fire Mephit Elemental, Fire, Melee Combatant, The Elemental Seas 3 800 N Small outsider fire +6 +6 darkvision 60 ft. 17 14 9 +2 Dex, +1 dodge, +3 natural, +1 size 19 3d10+3 +2 +5 +3 5/magic fire Weaknesses vulnerability to cold 30 ft., fly 40 ft. (average)
2 claws +5 (1d3+1)
breath 15-foot cone, 1d8 fire damage, Reflex DC 13 for half, every 4 rounds
scorching ray (1/hour) +5 vs touch AC (4d6 fire damage, 40 ft.)
heat metal (1/day, 7 rounds, 3 creatures) heats equipment and causes damage; see Heat Metal.
fast healing 2 (works touching fire)
summon (1/day, 1 full round, 1 hour) 25% chance of summoning another Fire Mephit.
13 15 12 6 11 14 +3 +3 15 13 Fearless Dodge, Improved Initiative Bluff +8, Fly +10, Perception +6, Stealth +12 Iquan Fire mephits are commonly found on the Plane of Fire. Fire mephits are vengeful and quick to anger. https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/mephit/mephit-fire/ fire elemental seas
GM:Firefoot Fennec Fox, Firefoot Fennec Melee 1/4 100 animal {{{StandardActions}}} https://www.d20pfsrd.com/bestiary/monster-listings/animals/canines/fox/fox-firefoot-fennec/ cold, temperate forests, plains Hoth
GM:Fox Fox Melee Combatant 1/4 100 N Tiny animal +2 +8 low-light vision, scent 14 14 12 +2 Dex, +2 size 5 1d8+1 +3 +4 +1 40 ft.
bite +1 (1d3-1)
9 15 13 2 12 6 +0 +0 9 +4 vs trip 12 Nervous Skill Focus (Perception) Acrobatics +2 (+10 when jumping), Perception +8, Stealth +10, Survival +1 (+5 scent tracking) This cunning yet wary animal pounces on live prey. any All
GM:Ghost Ghost, Lesser Ghost, Melee Combatant, Undead 1/2 200 N Medium undead incorporeal +2 +8 darkvision 60 ft. 15 15 7 +2 deflection, +1 dodge, +2 Dex 6 1d8+2 +2 +2 +2 Fly 40 ft. (good) touch +2 (1 Strength damage) touch +2 (1 Strength damage) Shadow The ghost takes half damage from attacks and magic originating from corporeal creatures and only deals half damage to corporeal creatures with its own attacks and magic. However, it deals full damage to incorporeal creatures and suffers full damage from incorporeal creatures. 15 5 10 14 +0 +2 15 11 Steady Dodge Fly +6, Perception +8, Stealth +6 Shadow The star elemental takes half damage from attacks and magic originating from corporeal creatures and only deals half damage to corporeal creatures with its own attacks and magic. However, it deals full damage to incorporeal creatures and suffers full damage from incorporeal creatures.
GM:Ghost Ghost, Noble Ghost, Melee Combatant, Undead 5 1,600 N Medium undead incorporeal +3 +10 darkvision 60 ft. 18 18 10 +5 deflection, +3 Dex 37 5d8+15 +5 +6 +9 Fly 30 ft. (perfect) damned touch +7 (2d6+2 plus paralysis and death curse) immediate attack, immediate flutter damned touch +7 (2d6+2 plus paralysis (1d4 rounds, DC 15) and death curse)
Can perform 2 immediate actions each round
immediate attack +4 (2d6+2 plus paralysis (1d4 rounds, DC 15))
immediate flutter Fly 10 ft. with a -5 penalty to attacks of opportunity
Death Curse touch; save Will DC 15; onset 1 day; frequency 1 day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. Shadow The ghost takes half damage from attacks and magic originating from corporeal creatures and only deals half damage to corporeal creatures with its own attacks and magic. However, it deals full damage to incorporeal creatures and suffers full damage from incorporeal creatures. 13 16 13 14 14 +3 +4 17 17 Steady Extra Combat Talent(Finesse Fighting), Toughness, Weapon Focus(bite) Acrobatics +7, Diplomacy +6, Fly +7, Intimidate +6, Knowledge (history) +5, Perception +10, Sense Motive +7, Spellcraft +5, Stealth +11 Shadow The star elemental takes half damage from attacks and magic originating from corporeal creatures and only deals half damage to corporeal creatures with its own attacks and magic. However, it deals full damage to incorporeal creatures and suffers full damage from incorporeal creatures.
GM:Giant Flash Beetle Beetle, Giant Flash Beetle, Melee Combatant 1/2 200 N Small vermin +2 +2 low-light vision 16 13 9 +2 Dex, +3 natural armor, +1 size 6 1d8+2 +4 +2 +2 mind-affecting effects 30 ft., fly 30 ft. (poor), burrow 20 ft. bite +3 (1d4+2) bite +3 (1d4+2) Flash (Ex) A flash beetle can create a bright flash of light once an hour. When a flash beetle does so, all creatures in a 10-foot burst must make a DC 12 Fortitude save or be dazzled for 1d3 rounds. 14 15 15 - 14 11 +0 +1 13 21 vs. trip 13 None Fly +0 Flash (Ex) A flash beetle can create a bright flash of light once an hour. When a flash beetle does so, all creatures in a 10-foot burst must make a DC 12 Fortitude save or be dazzled for 1d3 rounds. The save DC is Constitution-based. temperate and warm forests, ruins and underground any
GM:Giant Isopod Isopod, Giant Manhunter, Melee 1/8 50 vermin {{{StandardActions}}} https://www.d20pfsrd.com/bestiary/monster-listings/vermin/isopod-giant/ any aquatic All
GM:Giant Mining Beetle Beetle, Giant Mining Beetle, Melee Combatant 1/2 200 N Small vermin +2 +2 low-light vision 16 13 9 +2 Dex, +3 natural armor, +1 size 6 1d8+2 +4 +2 +2 mind-affecting effects 30 ft., fly 30 ft. (poor), burrow 20 ft. bite +3 (1d4+2) bite +3 (1d4+2) Luminescence (Ex) A mining beetle's glowing glands provide light in a 10-foot radius. A dead beetle's luminescent glands continue to glow for 1d6 days after its death. 14 15 15 - 14 11 +0 +1 13 21 vs. trip 13 None Fly +0 Luminescence (Ex) A mining beetle's glowing glands provide light in a 10-foot radius. A dead beetle's luminescent glands continue to glow for 1d6 days after its death. temperate and warm ruins and underground any
GM:Giant Owl Owl, Giant Melee Combatant 5 1,600 LN Huge magical beast +5 +17 low-light vision 18 10 11 +2 Dex, +8 natural, -2 size 57 6d10+24 +9 +7 +5 10 ft., fly 60 ft. (average) 15 ft. 10 ft.
talon +9 (2d6+5)
full attack make 2 talon attacks
Piercing Stare (Su, 3/day) For 1 round the giant owl sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement effects, sees invisible creatures or objects normally, sees through illusions, and sees the true form of polymorphed, changed, or transmuted things.
Further, the giant owl can focus its vision to see into the Ethereal Plane (but not into extra-dimensional spaces). The range of true seeing conferred is 120 feet.
Animal Telepathy (Su) A giant owl can telepathically communicate with other animals within 30 ft. 20 15 18 14 17 9 +6 +13 +2 disarm 25 +2 vs disarm 25 Steady Alertness, Combat Expertise, Improved Disarm Fly +11, Knowledge (geography) +11, Knowledge (history) +11, Knowledge (nature) +11, Perception +17, Sense Motive +15, Stealth +9 Sylvan (cannot speak) This enormous owl has a silent gracefulness and wisdom about it despite its considerable size. The noble giant owl roosts in the tallest trees or in high caves near its forest home. No mere animals, giant owls pride themselves as intellectuals and keen judges of character. Little passes a giant owl’s notice in its home forest. What it doesn’t observe directly, it learns from its wide network of animal informants. Giant owls view themselves more as watchers than participants, rarely interfering in the affairs of others barring a threat to their homes. Giant owls stand 18 feet tall and have 30-foot wingspans, yet they rarely weigh over 600 pounds. temperate forests
GM:Giant Rat Rat, Giant Rat, Melee Combatant 2 600 N Large animal +1 +5 low-light vision, scent 14 10 8 +1 Dex, +4 natural, -1 size 16 2d8+8 +7 +4 +1 30 ft., climb 15 ft., swim 15 ft. 10 ft. 10 ft.
bite +7 (1d8+6 plus Filth Fever)
Filth Fever Bite—injury; save Fort DC 14; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. 22 13 19 2 13 4 +1 +8 19 +4 vs Trip 13 Steady Skill Focus(Perception) Climb +11, Perception +5, Stealth +2, Swim +11 https://www.d20pfsrd.com/bestiary/monster-listings/animals/rat/dire-rat/ (Advanced) temperate, warm underground, urban any
GM:Giant Stag Beetle Beetle, Giant Stag Beetle, Melee Combatant 4 1,200 N Large vermin +0 +0 blindsense 5 ft. 17 9 12 +8 natural armor, -1 size 45 7d8+14 +7 +2 +2 mind-affecting effects 20 ft., fly 20 ft. (poor) bite +8 (2d8+6) trample (1d6+6, DC 17) 10 ft. bite +8 (2d8+6) Trample overrun any creature that of Medium size or smaller, automatically succeeding on the Combat Maneuver check, and deals 1d6+6 damage to overrun creatures. Targets of a trample can make an attack of opportunity, but at a –4 penalty. If targets forgo an attack of opportunity, they can attempt to avoid the trampling creature and receive a DC 17 Reflex save to take half damage. 19 10 15 - 10 9 +5 +10 20 28 vs. trip 17 None Fly -6 Nearly 10 feet long, giant stag beetles become serious dangers when they wander into logging camps due to their appetite for decaying wood. Called stag beetles because of their large, antler-like mandibles, they use these appendages to wrestle competing suitors and quickly put down enemy threats. temperate and warm forests, ruins and underground any
GM:Giant Toad Toad, Giant Frog, Melee Combatant 2 600 N Large animal +1 +8 low-light vision, scent 14 10 8 +1 Dex, +4 natural, –1 size 22 3d8+9 +6 +6 +0 30 ft., swim 15 ft. 10 ft. 10 ft.
bite +5 (1d6+6 plus grab)
swallow whole(medium or smaller target grappled in mouth) +7 vs CMD. On success target is swallowed and takes 1d6+6 damage.
Swallowed creatures keep the Grappled condition and take 1d4 acid damage each round.
They can escape with a Counter-Grappling check, ending up in the mouth.
They can also escape by dealing 2 hp damage with a light slashing or piercing weapon against AC 12, depositing them next to the Toad.
grab(on successful bit against large or smaller target) +11 vs CMD. On success target and Giant Toad gains the Grappled condition, with Giant Toad being the Grappler.
Poison Skin A creature that strikes a giant toad with an unarmed strike or natural weapon exposes itself to the toad’s poisonous skin. Skin—contact; save Fort DC 14; frequency 1/round for 4 rounds; effect 1d2 Wisdom damage; cure 1 save. 19 13 16 1 8 6 +2 +7 +4 Grapple 18 +4 vs Counter-Grappling, +4 vs Trip 12 Brave Lightning Reflexes, Skill Focus(Perception) Acrobatics +5 (+9 jump), Perception +8, Stealth +5, Swim +12 https://www.d20pfsrd.com/bestiary/monster-listings/animals/toad/toad-giant/ temperate forests, plains and swamps any
GM:Great Horned Owl Owl, Great Horned Melee Combatant 1/2 200 N Small animal +2 +10 low-light vision 15 13 8 +2 Dex, +2 natural, +1 size 6 1d8+1 +3 +4 +2 10 ft., fly 60 ft. (average)
talon +3 (1d4-1)
full attack make 2 talon attacks
8 15 13 2 15 6 +0 -2 10 13 Steady Equipment Sphere (Finesse Fighting) Fly +6, Perception +10, Stealth +10 This gray-and-white feathered owl has fluffy wings and a bulky head that makes it look larger than most owls. Though great horned owls seem large, most of their apparent bulk comes from their particularly fluffy feathers and rather large heads. Great horned owls have wingspans of up to 5 feet and weigh up to 4 pounds. Great horned owls primarily hunt at night, locating prey through their excellent hearing. Their diet consists of rodents supplemented by smaller birds and rabbits. any
GM:Greensting Scorpion Scorpion, Greensting Manhunter, Melee 1/4 100 vermin {{{StandardActions}}} https://www.d20pfsrd.com/bestiary/monster-listings/vermin/scorpion/scorpion-greensting/ temperate and warm forests Iokun
GM:Guardian Statue Guardian Statue Construct, Deathless, Melee Combatant 4 1,200 N Large construct +1 +9 darkvision 60 ft., low-light vision 19 11 10 44 4d10+4 +3 +3 +1 5/adamantium 15 30 ft. greatsword +10 (3d6+7) or spear +10 (2d6+9) rock +8 (1d10+8)
greatsword +10 (3d6+7/19-20)
spear +10 (2d6+9/x3)
rock +8 (1d10+8/x2), 20 ft.
Construct Immunities Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). Immunity to bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning. Not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage. Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). 18 12 - - 16 10 +10 21 - None Perception +9
GM:Halfling Caravan Druid Halfling Caravan Druid Magic User, NPC, Halfling 1/2 200 Small humanoid (halfling) +4 +4 15 13 8 +2 armor, +2 Dex, +1 Size 10 1d8+2 +3 +3 +5 +2 vs fear 20 ft. staff +1 (1d4/x2) sling +3 (1d3/x2, 50 ft.) 1 +1 12 +3 High Patron Wis 4 Enhancement SphereDC 12 Talents (Bodily Enhancement drawback), Improve Strength 

- Bestow intelligence (⦿, concentration, close) Animal or plant becomes intelligent and Friendly for duration. (❖, change duration to 1 minute)
- Improve Strength (⦿, concentration, close) Calculate carrying capacity, as well as weapon wielding, as if one size category larger. (❖, change duration to 1 minute)
- Increase Speed (⦿, concentration, close) +10 speed and +2 bonus to Acrobatics, Climb, Fly or Swim checks using the speed. (❖, change duration to 1 minute)

Mind SphereDC 12 Talents (Animal Shaman drawback), 

- Lesser Suggestion (⦿, 1 hour or until finished, close) Plant a suggestion in a target animal or vermin’s mind, one or two sentences long and must be a very simple request.
- Greater Suggestion (⦿, ❖, 1 hour or until finished, close) As above, but a basic request or a very simple request with DC 14.

Nature SphereDC 12 Talents Animal Friend, Speak with Animals 

- Animal Friend (⦿, ❖, 1 minute, self) Indifferent animals become Friendly, while Unfriendly animals become Indifferent. May call one animal of particular type with CR less than caster level, which will seek you out if within range.
- Speak with Animals (⦿, ❖, 1 minute, self) Gain the ability to speak with animals.

Spell Points 4
quarterstaff +1 (1d4/x2)
sling +3 (1d3/x2, 50 ft.)
suggestion 25 ft., 1 hour or until finished, DC 12 Will (negates), plant a suggestion in a target animal or vermin’s mind for something that would seem quite logical to them.
❖ Raise DC to 14
suggestion, greater ❖, 25 ft., DC 12 Will (negates), 1 hour or until finished, plant a suggestion in a target animal or vermin’s mind for something that they could usually be convinced to do.
increase speed 25ft., concentration, +10 speed and +2 bonus to Acrobatics, Climb, Fly or Swim checks using the speed.
❖ Increase duration to 1 minute.
improve strength 25ft., concentration, calculate carrying capacity, as well as weapon wielding, as if one size category larger.
❖ Increase duration to 1 minute.
animal friend self, 1 minute, indifferent animals become Friendly, while Unfriendly animals become Indifferent. May call one animal of particular type with CR less than caster level, which will seek you out if within range.
bestow intelligence 25ft., concentration, animal or plant becomes intelligent and Friendly for duration.
❖ Increase duration to 1 minute.
speak with animals self, 1 minute, gains the ability to speak with animals.
10 14 14 10 14 10 +0 -1 11 13 Steady Reach Spell, Run Acrobatics +4, Climb +2, Handle Animal +6, Heal +6, Knowledge(nature) +6, Perception +4, Ride +6, Stealth +6, Survival +4 Common, Shield, Sylvan, Druidic Leather Armor, Quarterstaff, Sling Multi-cultured: Caravaners receive a +2 racial bonus on Diplomacy checks made to gather information and Sense Motive checks made to get a hunch about a social situation.

Wild Empathy (1 minute, permanent, 30 feet): Roll 1d20+1 as diplomacy check vs animals. Can be used on magical beasts with Int 1 or 2, at a -4 penalty.

GM:Hedgehog Hedgehog Melee Combatant 1/8 50 animal {{{StandardActions}}} https://www.d20pfsrd.com/bestiary/monster-listings/animals/hedgehog/ temperate and warm forests Chuum, NorthEmpire, Ravalon, SouthEmpire
GM:House Centipede Centipede, House Melee 1/8 50 vermin {{{StandardActions}}} https://www.d20pfsrd.com/bestiary/monster-listings/vermin/centipede/centipede-house temperate and warm forests and underground All
GM:Human Sergeant of the Watch Human Sergeant of the Watch Guard, Support 1 400 Medium humanoid human +0 +1 16 10 11 +5 armor, +1 shield 23 3d10+6 +4 +1 +0 30 ft. +6 spear (1d8+2/x3) +3 light crossbow (1d8/19-20), 80 ft. Warleader SphereDC 10

- aggressive flanking (⦾, allies count as flanking when adjacent to same creature, affects all allies within 25 ft of a square within line of sight, maintain with ⚬ at which point location can be changed)
- fierce shout (⦿, 1 round, 15 ft. radius, allies gain +2 morale bonus to damage)

spear +6 (1d8+2/x3)
crossbow +3 (1d8/19-20, 80 ft.)
fierce shout 15 ft. radius; all allies gain +2 morale bonus on damage rolls on their first attack within next turn.
aggressive flanking 25 ft. radius within line of sight; all allies are considered to be flanking as long as they both threaten the same creature.
maintain aggressive flanking Maintain existing aggressive flanking tactic, and move its area within line of sight. 15 11 13 9 9 8 +3 +5 15 12 Nervous Extra Combat Talent (Warleader Sphere) Toughness, Weapon Focus (spear) Diplomacy +2, Handle Animal +3, Perception +1, Profession (watchman) +5, Sense Motive +1 Common scale mail, light wooden shield, spear Leader of a squad of Watchmen.
GM:Human Watchman Human Watchman Guard, Melee Combatant 1/2 200 Medium humanoid human +0 +0 16 10 11 +5 armor, +1 shield 16 2d10+5 +4 +0 -1 30 ft. +5 spear (1d8+2/x3) +2 light crossbow (1d8/19-20), 80 ft.
spear +5 (1d8+2/x3)
crossbow +2 (1d8/19-20, 80 ft.)
15 11 13 9 9 8 +2 +4 14 11 Nervous Toughness, Weapon Focus (spear) Handle Animal +3, Perception +0, Profession (watchman) +4, Sense Motive +0 Common scale mail, light wooden shield, spear An experiences watchman, guarding warehouses, the houses of merchants, or serving as part of the city watch.
GM:Inquisitor of Iroh Inquisitor Adept of Iroh Magic User, NPC, Iroh, Priest 1/2 200 Medium humanoid +0 +3 12 10 7 +2 armor, +0 Dex 8 1d6+4 +1 +0 +5 30 ft. -1 heavy mace (1d8-1/x2) 1 +1 12 +4 High Patron Wis 5 Fate SphereDC 13 Talents Classify, Truth 

- Hallow (❖, ⦿, 1 minute, 25 ft.) The target of this word gains a +1 sacred bonus to attack rolls, AC, and saving throws.
- Serendipity (⦿, concentration, 20 ft. radius moving with caster) All allies within range gain a +1 luck bonus to attack rolls, skill checks, ability checks, and saving throws. (❖, change duration to 1 round)
- Classify (❖, ⦿, instant, 25 ft., Will negates) Force a target creature to state their name, the kind of creature they are (typically their creature type, subtypes, or both), where they came from, why they are where they are, and where they are going. They speak in whichever language they are most comfortable with (usually one of the ones gained from their race), which you may or may not understand.
This is a mind-affecting compulsion effect and creatures that do not speak any languages (including telepathy) are immune to it.
- Truth (⦿, concentration, 25 ft., Will negates) The target cannot speak deliberate or intentional lies. They are always aware of this word being placed on them and the caster always knows if the target made its saving throw. An effected target may still be evasive, refuse to answer, or word their responses carefully. (❖, change duration to 1 minute)

War SphereDC 13 Range 30 ft. Talents (Battle Manipulation drawback), Retribution 

- Retribution (❖, ⧲) When an enemy deals damage to an ally and both ally and enemy are within range, you may spend a spell point to deal 1d6 damage to the attacker. This damage may be either acid, electricity, cold, or fire.

Spell Points 5
heavy mace -1 (1d8-1/x2)
hallow ❖, 25 ft., 1 minute. Grant +1 sacred bonus to attack rolls, AC, and saving throws to an ally.
serendipity 20 ft. around caster, concentration,. All allies within range gain a +1 luck bonus to attack rolls, skill checks, ability checks, and saving throws.
❖ Increase duration to 1 round.
retribution ❖, 30 ft, when an enemy deals damage to an alley. Deal 1d6 fire damage to attacker.
classify ❖, standard action, 25 ft, DC 13 Will negates. Force a target creature to state their name, the kind of creature they are (typically their creature type, subtypes, or both), where they came from, why they are where they are, and where they are going. They speak in whichever language they are most comfortable with.
truth standard action, 25 ft, concentration, DC 13 Will negates. The target cannot speak deliberate or intentional lies. They are always aware of this word being placed on them and the caster always knows if the target made its saving throw.
❖ Increase duration to 1 minute.
8 10 12 12 16 14 +0 -1 9 17 Steady Skill Focus(Profession(Petitioner)), Toughness Intimidate +6, Knowledge(Local) +5, Knowledge(Religion) +5, Profession(Petitioner) +10, Sense Motive +7 Heavy mace, leather armor, silver holy symbol of Iroh

Inspiring Command (Su)

Standard action. Targets one ally, who must be within 30 feet of you.

The ally gains a +2 insight bonus on attack rolls, AC, combat maneuver defense, and skill checks for 1 round. This is a language-dependent mind-affecting effect.

Prohibition

Standard action (6/day). Targets one creature within 30 feet. Command the creature to refrain from committing a particular action (including any referenced in the Judgement talent). If the creature performs the named action before the beginning of your next turn, it takes 1d6 points of damage and the effect ends. This is a language-dependent effect.

GM:Inquisitor of Iroh Inquisitor of Iroh Magic User, NPC, Iroh, Priest 1 400 Medium humanoid +0 +7 12 10 7 +2 armor, +0 Dex 12 2d6+5 +1 +0 +6 30 ft. +0 heavy mace (1d8-1/x2) 2 +2 13 +5 High Patron Wis 6 Fate SphereDC 14 Talents Classify, Truth 

- Hallow (❖, ⦿, 2 minutes, 30 ft.) The target of this word gains a +1 sacred bonus to attack rolls, AC, and saving throws.
- Serendipity (⦿, concentration, 20 ft. radius moving with caster) All allies within range gain a +1 luck bonus to attack rolls, skill checks, ability checks, and saving throws. (❖, change duration to 2 rounds)
- Classify (❖, ⦿, instant, 30 ft., Will negates) Force a target creature to state their name, the kind of creature they are (typically their creature type, subtypes, or both), where they came from, why they are where they are, and where they are going. They speak in whichever language they are most comfortable with (usually one of the ones gained from their race), which you may or may not understand.
This is a mind-affecting compulsion effect and creatures that do not speak any languages (including telepathy) are immune to it.
- Truth (⦿, concentration, 30 ft., Will negates) The target cannot speak deliberate or intentional lies. They are always aware of this word being placed on them and the caster always knows if the target made its saving throw. An effected target may still be evasive, refuse to answer, or word their responses carefully. (❖, change duration to 2 minutes)

War SphereDC 14 Range 30 ft. Talents (Battle Manipulation drawback), Resilient Momentum, Retribution 

- Resilient Momentum (❖, ⦿, 2 hours) Create a pool of momentum with 5 points. Allies within 30 feet that take damage can use a point to reduce the damage by 3.
- Retribution (❖, ⧲) When an enemy deals damage to an ally and both ally and enemy are within range, you may spend a spell point to deal 1d6 damage to the attacker. This damage may be either acid, electricity, cold, or fire.

Spell Points 6
heavy mace +0 (1d8-1/x2)
hallow ❖, 30 ft., 2 minutes. Grant +1 sacred bonus to attack rolls, AC, and saving throws to an ally.
serendipity 20 ft. around caster, concentration,. All allies within range gain a +1 luck bonus to attack rolls, skill checks, ability checks, and saving throws.
❖ Increase duration to 2 rounds.
momentum pool ❖, 2 hours. Create a momentum pool with 5 points, or refill the pool to 5 points.
retribution ❖, 30 ft, when an enemy deals damage to an alley. Deal 1d6 fire damage to attacker.
resilient momentum Whenever an ally within 30 feet takes damage, they may spend a point of momentum to reduce the damage by 3.
classify ❖, standard action, 30 ft, DC 14 Will negates. Force a target creature to state their name, the kind of creature they are (typically their creature type, subtypes, or both), where they came from, why they are where they are, and where they are going. They speak in whichever language they are most comfortable with.
truth standard action, 30 ft, concentration, DC 14 Will negates. The target cannot speak deliberate or intentional lies. They are always aware of this word being placed on them and the caster always knows if the target made its saving throw.
❖ Increase duration to 2 minutes.
8 10 12 12 16 14 +1 +0 10 18 Steady Skill Focus(Profession(Petitioner)), Toughness Diplomacy +6, Intimidate +7, Knowledge(Local) +5, Knowledge(Religion) +5, Perception +7, Profession(Petitioner) +11, Sense Motive +8 Heavy mace, leather armor, silver holy symbol of Iroh

Inspiring Command (Su)

Standard action. Targets one ally, who must be within 30 feet of you.

The ally gains a +2 insight bonus on attack rolls, AC, combat maneuver defense, and skill checks for 1 round. This is a language-dependent mind-affecting effect.

Prohibition

Standard action (6/day). Targets one creature within 30 feet. Command the creature to refrain from committing a particular action (including any referenced in the Judgement talent). If the creature performs the named action before the beginning of your next turn, it takes 1d6+1 points of damage and the effect ends. This is a language-dependent effect.

GM:Inquisitor of Iroh Senior Inquisitor of Iroh Magic User, NPC, Iroh, Priest 3 800 Medium humanoid +0 +8 14 10 9 +4 armor, +0 Dex 22 4d6+8 +2 +1 +7 30 ft. +2 heavy mace (1d8/x2) 4 +4 15 +7 High Patron Wis 9 Enhancement SphereDC 15 Will negates Range 35 ft. Talents (Bodily Enhancement drawback), Cripple Movement, Steal Senses 

- Cripple Movement (⦿, concentration) Halve the target's base land speed. Alternatively, you may use this talent to remove one of a creature’s special movement speeds, such as flight or burrow; if the creature in question has a natural flight speed, they glide safely to the ground. (❖, change duration to 4 minutes)
- Steal Senses (⦿, concentration) You may apply an enhancement to a creature, causing it to become either blind or deaf (your choice), or to lose one special sense such as the scent ability, Tremorsense, Blindsense, Blindsight, etc. (❖, change duration to 4 minutes)

Fate SphereDC 15 Talents Classify, Mercy, Truth 

- Hallow (❖, ⦿, 4 minutes, 35 ft.) The target of this word gains a +1 sacred bonus to attack rolls, AC, and saving throws.
- Serendipity (⦿, concentration, 20 ft. radius moving with caster) All allies within range gain a +1 luck bonus to attack rolls, skill checks, ability checks, and saving throws. (❖, change duration to 3 rounds)
- Classify (❖, ⦿, instant, 35 ft., Will negates) Force a target creature to state their name, the kind of creature they are (typically their creature type, subtypes, or both), where they came from, why they are where they are, and where they are going. They speak in whichever language they are most comfortable with (usually one of the ones gained from their race), which you may or may not understand.
This is a mind-affecting compulsion effect and creatures that do not speak any languages (including telepathy) are immune to it.
- Mercy (❖, ⦿, 4 rounds, 35 ft., Will negates) Target deals nonlethal damage with all of its weapon attacks. Damage taken by creatures or objects that are not subject to nonlethal damage is not converted to nonlethal and remains lethal damage.
- Truth (⦿, concentration, 35 ft., Will negates) The target cannot speak deliberate or intentional lies. They are always aware of this word being placed on them and the caster always knows if the target made its saving throw. An effected target may still be evasive, refuse to answer, or word their responses carefully. (❖, change duration to 4 minutes)

War SphereDC 14 Range 30 ft. Talents (Battle Manipulation drawback), Resilient Momentum, Retribution 

- Resilient Momentum (❖, ⦿) Create a pool of momentum with 6 points. Allies within 30 feet that take damage can use a point to reduce the damage by 3.
- Retribution (❖, ⧲) When an enemy deals damage to an ally and both ally and enemy are within range, you may spend a spell point to deal 2d6 damage to the attacker. This damage may be either acid, electricity, cold, or fire.

Spell Points 9
heavy mace +2 (1d8/x2)
cripple movement 35 ft., concentration, Will save DC 15 negates. Halve the target's base land speed, or remove one other movement speed.
❖ Increase duration to 4 minutes.
steal senses 35 ft., concentration, Will save DC 15 negates. Target becomes either blind or deaf, or loses one special sense (scent, tremorsense, blindsense, etc).
❖ Increase duration to 4 minutes.
mercy ❖, 35 ft., 4 rounds, Will DC 15 negates. Target deals nonlethal damage with all of its weapon attacks. Damage taken by creatures or objects that are not subject to nonlethal damage is not converted to nonlethal and remains lethal damage.
hallow ❖, 35 ft., 4 minutes. Grant +1 sacred bonus to attack rolls, AC, and saving throws to an ally.
serendipity 20 ft. around caster, concentration,. All allies within range gain a +1 luck bonus to attack rolls, skill checks, ability checks, and saving throws.
❖ Increase duration to 4 rounds.
momentum pool ❖, 4 hours. Create a momentum pool with 7 points, or refill the pool to 7 points.
counterspell ❖, 560 ft, when an enemy casts a spell. Requires appropriate counter (DC 15 + ½ cl spellcraft check to identify). Make a magic skill check against the caster or effect in question. On success the effect is destroyed. You can counter a counterspell.
re-counterspell ❖, when an enemy counters your counter-spell. You can counter the counterspell as per counterspell, but you become Staggered until the end of your next turn.
retribution ❖, 30 ft, when an enemy deals damage to an alley. Deal 2d6 fire damage to attacker.
resilient momentum Whenever an ally within 30 feet takes damage, they may spend a point of momentum to reduce the damage by 3.
classify ❖, standard action, 35 ft, DC 15 Will negates. Force a target creature to state their name, the kind of creature they are (typically their creature type, subtypes, or both), where they came from, why they are where they are, and where they are going. They speak in whichever language they are most comfortable with.
truth standard action, 35 ft, concentration, DC 15 Will negates. The target cannot speak deliberate or intentional lies. They are always aware of this word being placed on them and the caster always knows if the target made its saving throw.
❖ Increase duration to 4 minutes.
10 10 12 12 16 14 +2 +2 12 19 Steady Counterspell, Extra Combat Talent(Armor Training Equipment talent), Skill Focus(Profession(Petitioner)), Toughness Diplomacy +7, Intimidate +9, Knowledge(Local) +7, Knowledge(Religion) +7, Perception +8, Profession(Petitioner) +13, Sense Motive +10 Heavy mace, chain shirt, silver holy symbol of Iroh

Counterspell

As an immediate action, by spending a spell point you can attempt to counter a spell or magical effect cast by another with Long Range (100 ft + 10 ft / caster level). Countering a spell requires that you have an appropriate counter. Possessing the same sphere as the effect being cast always counts as a counter, but creative use of other spheres may also counter (countering Destructive fire blast with Nature(Water) or Protection(barrier) for instance). Determining the appropriate counter usually requires identifying the effect being cast with a Spellcraft check (15 + ½ caster level).

If an appropriate counter is employed, you can make a magic skill check against the caster or magical effect in question. If you succeed then the targeted effect is destroyed.

This is treated as a sphere effect, and it is subject to all rules as a sphere ability, is affected by the caster’s casting tradition, and can itself be countered by another caster. If your counter is countered, you can counter one additional time, by spending one more spell point and become Staggered until the end of your next turn.

Alternatively you may spend a spell point and spend one minute to dispel an existing magical effect on a creature, item, or location within Short range. You must know which magic effect you are trying to dispel, such as through Detect Magic. Finally you must succeed at a magic skill check against the caster or magical effect in question. If you succeed then the targeted effect is destroyed. If you do not possess an appropriate counter (as per counterspelling) you can still attempt to dispel the effect, but take a -5 penalty on your magic skill check.

If you target a permanent effect or magic item, the item is not destroyed; instead the item’s magical properties are suppressed for 1d4 rounds, after which the item recovers its magical properties. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional opening (such as a bag of holding) is temporarily closed. A magic item’s physical properties are unchanged; a suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this.

At 6th level, you may spend two additional spell points when dispelling a permanent effect or magic item. You take a -5 penalty on your magic skill check, but on success the magic is permanently dispelled.

Inspiring Command (Su)

Standard action. Targets one ally, who must be within 30 feet of you.

The ally gains a +2 insight bonus on attack rolls, AC, combat maneuver defense, and skill checks for 1 round. This is a language-dependent mind-affecting effect.

Prohibition

Standard action (6/day). Targets one creature within 30 feet. Command the creature to refrain from committing a particular action (including any referenced in the Judgement talent). If the creature performs the named action before the beginning of your next turn, it takes 1d6+2 points of damage and the effect ends. This is a language-dependent effect.

GM:Inquisitor of Iroh Veteran Inquisitor of Iroh Magic User, NPC, Iroh, Priest 2 600 Medium humanoid +0 +7 14 10 9 +4 armor, +0 Dex 17 3d6+6 +2 +1 +6 30 ft. +0 heavy mace (1d8-1/x2) 3 +3 14 +6 High Patron Wis 7 Enhancement SphereDC 14 Will negates Range 30 ft. Talents (Bodily Enhancement drawback), Cripple Movement, Steal Senses 

- Cripple Movement (⦿, concentration) Halve the target's base land speed. Alternatively, you may use this talent to remove one of a creature’s special movement speeds, such as flight or burrow; if the creature in question has a natural flight speed, they glide safely to the ground. (❖, change duration to 3 minutes)
- Steal Senses (⦿, concentration) You may apply an enhancement to a creature, causing it to become either blind or deaf (your choice), or to lose one special sense such as the scent ability, Tremorsense, Blindsense, Blindsight, etc. (❖, change duration to 3 minutes)

Fate SphereDC 14 Talents Classify, Truth 

- Hallow (❖, ⦿, 3 minutes, 30 ft.) The target of this word gains a +1 sacred bonus to attack rolls, AC, and saving throws.
- Serendipity (⦿, concentration, 20 ft. radius moving with caster) All allies within range gain a +1 luck bonus to attack rolls, skill checks, ability checks, and saving throws. (❖, change duration to 3 rounds)
- Classify (❖, ⦿, instant, 30 ft., Will negates) Force a target creature to state their name, the kind of creature they are (typically their creature type, subtypes, or both), where they came from, why they are where they are, and where they are going. They speak in whichever language they are most comfortable with (usually one of the ones gained from their race), which you may or may not understand.
This is a mind-affecting compulsion effect and creatures that do not speak any languages (including telepathy) are immune to it.
- Truth (⦿, concentration, 30 ft., Will negates) The target cannot speak deliberate or intentional lies. They are always aware of this word being placed on them and the caster always knows if the target made its saving throw. An effected target may still be evasive, refuse to answer, or word their responses carefully. (❖, change duration to 3 minutes)

War SphereDC 14 Range 30 ft. Talents (Battle Manipulation drawback), Resilient Momentum, Retribution 

- Resilient Momentum (❖, ⦿) Create a pool of momentum with 6 points. Allies within 30 feet that take damage can use a point to reduce the damage by 3.
- Retribution (❖, ⧲) When an enemy deals damage to an ally and both ally and enemy are within range, you may spend a spell point to deal 1d6 damage to the attacker. This damage may be either acid, electricity, cold, or fire.

Spell Points 7
heavy mace +0 (1d8-1/x2)
cripple movement 30 ft., concentration, Will save DC 14 negates. Halve the target's base land speed, or remove one other movement speed.
❖ Increase duration to 3 minutes.
steal senses 30 ft., concentration, Will save DC 14 negates. Target becomes either blind or deaf, or loses one special sense (scent, tremorsense, blindsense, etc).
❖ Increase duration to 3 minutes.
hallow ❖, 30 ft., 3 minutes. Grant +1 sacred bonus to attack rolls, AC, and saving throws to an ally.
serendipity 20 ft. around caster, concentration,. All allies within range gain a +1 luck bonus to attack rolls, skill checks, ability checks, and saving throws.
❖ Increase duration to 3 rounds.
momentum pool ❖, 3 hours. Create a momentum pool with 6 points, or refill the pool to 6 points.
retribution ❖, 30 ft, when an enemy deals damage to an alley. Deal 1d6 fire damage to attacker.
resilient momentum Whenever an ally within 30 feet takes damage, they may spend a point of momentum to reduce the damage by 3.
classify ❖, standard action, 30 ft, DC 14 Will negates. Force a target creature to state their name, the kind of creature they are (typically their creature type, subtypes, or both), where they came from, why they are where they are, and where they are going. They speak in whichever language they are most comfortable with.
truth standard action, 30 ft, concentration, DC 14 Will negates. The target cannot speak deliberate or intentional lies. They are always aware of this word being placed on them and the caster always knows if the target made its saving throw.
❖ Increase duration to 3 minutes.
8 10 12 12 16 14 +1 +0 10 19 Steady Extra Combat Talent(Armor Training Equipment talent), Skill Focus(Profession(Petitioner)), Toughness Diplomacy +6, Intimidate +6, Knowledge(Local) +6, Knowledge(Religion) +6, Perception +7, Profession(Petitioner) +12, Sense Motive +9 Heavy mace, chain shirt, silver holy symbol of Iroh

Inspiring Command (Su)

Standard action. Targets one ally, who must be within 30 feet of you.

The ally gains a +2 insight bonus on attack rolls, AC, combat maneuver defense, and skill checks for 1 round. This is a language-dependent mind-affecting effect.

Prohibition

Standard action (6/day). Targets one creature within 30 feet. Command the creature to refrain from committing a particular action (including any referenced in the Judgement talent). If the creature performs the named action before the beginning of your next turn, it takes 1d6+1 points of damage and the effect ends. This is a language-dependent effect.

GM:Iron Goblin Sniper Iron Goblin Sniper Iron Goblin, Ranged Combatant 1/2 200 CE Small humanoid goblinoid +4 +6 darkvision 60 ft. 19 16 9 +3 armor, +4 dex, +1 dodge, +1 size 11 1d10+1 +3 +6 +2 30 ft. shortsword +2 (1d4/19-20) shortbow +6 (1d4/x3), 60 ft. (see Deadly Shot, Hindering Projectile and Shortbow Mastery)
shortsword +2 (1d4/19-20)
shortbow +6 (1d4/x3), 60 ft. (Precise Shot); Target takes -2 penalty to attack rolls, AC, and CMD (stacking).
The target may remove a single projectile as a move action, or may remove multiple as a full-round action.
- Expend Martial Focus +1d10 damage.
Total Defense +4 dodge bonus to AC for 1 round and regain martial focus.
Swift Shot After shortbow attack; make an additional ranged attack at a -5 penalty.
10 18 12 10 14 6 +1 +0 14 13 Steady Dodge, Precise Shot Equipment(Custom Training, Huntsman Training, Shortbow Mastery), Scout, Sniper(Hindering Projectiles) Acrobatics +8, Climb +4, Perception +6, Stealth +16, Survival +6 studded leather armor, shortsword, shortbow with 20 arrows.

Deadly Shot

As a special attack action, you may make an attack with a ranged weapon. You may add any one (snipe) talent you know to this attack.

In addition, you may expend your martial focus to increase the damage dealt by the attack by 1d10, or 1d6 if the attack targets touch AC or is made with a scatter weapon. You must choose whether or not to use this ability before making your attack roll. These extra damage dice are not multiplied on a critical hit, but are added to the total. (Increase on level 4)

Hindering Projectiles

Your successful deadly shot leaves the weapon or ammunition used for the attack lodged in the wound, making it difficult for the target to move and react. The target takes a -2 penalty to attack rolls, AC, and CMD; multiple uses of this ability stack, increasing the penalty by an additional -2 per projectile lodged in the target.

The target may remove a single projectile as a move action, or may remove multiple as a full-round action.

Shortbow Mastery

Whenever you use the attack action with a shortbow, you may spend a swift action to make an additional ranged attack at a -5 penalty.

Some skirmishers perfect their tactics and become dangerous foes.
GM:Iron Goblin Warrior Iron Goblin Warrior Iron Goblin, Melee Combatant 1/3 135 CE Small humanoid goblinoid +6 -1 darkvision 60 ft. 16 13 9 +2 armor, +2 Dex, +1 shield, +1 size 6 1d10+1 +3 +2 -1 30 ft. shortsword +2 (1d4/19-20) shortbow +4 (1d4/x3), 60 ft. shortsword +2 (1d4/19-20)

shortbow +4 (1d4/x3), 60 ft.

10 14 12 10 8 6 +1 +0 12 10 Steady Nervous without a leader. Improved Initiative Stealth +14, Swim +4 leather armor, light steel shield, shortsword, shortbow with 20 arrows. Warriors are the rank and file cannon fodder, poorly equipped and with morale keenly balanced between bloodlust and self preservation.
GM:King Crab Crab, King Melee 1/4 100 vermin {{{StandardActions}}} https://www.d20pfsrd.com/bestiary/monster-listings/vermin/crab/king-crab/ any aquatic and coasts Hoth, Khemm, Northern Empire, Ravalon, Uth
GM:Lemming Lemming Melee Combatant 1/8 50 animal {{{StandardActions}}} https://www.d20pfsrd.com/bestiary/monster-listings/animals/lemming/ cold plains All
GM:Leprechaun Leprechaun Melee Combatant, Magic User 2 600 CN Small fey +7 +17 low-light vision 14 14 6 +3 Dex, +1 size 18 4d6+4 +2 +7 +6 5/cold iron 13 40 ft.
club +8 (1d8)
Spell Points 7
illusion(❖, 35 ft., concentration +2 rounds, Will DC 15 disbelief), Make illusion affection sight, sound and smell up to Huge size or 15 ft. cube.
Illusionary creatures have attack bonus +7 and touch AC 15 + size modifier.
alter(35 ft., 4 minutes), Make minor illusory alterations to the appearance of item or creature up to Huge size.
ghost sound(35 ft., 4 minutes), Make illusory sounds up to the level of sixteen normal humans or a roaring lion from location within range.
trick(35 ft., 4 minutes), Create an obviously fake illusion affection sight, sound and smell.
serendipity(20 ft. radius, allies, concentration), +1 luck bonus to attack rolls, skill checks, ability checks, and saving throws
 ❖ Increase duration to 4 rounds
bless(❖, 35 ft., self or ally making an attack roll, skill check, ability score check, or saving throw) Make the roll twice and take the highest roll.
Tricky A leprechaun gains a +4 bonus to its CMB and CMD when using its magic to deceive, trick, or humiliate a creature (at the GM’s discretion). 7 16 13 14 15 16 +2 -1 12 19 Nervous Cantrips, Improved Initiative Finesse Fighting Bluff +10, Escape Artist +10, Knowledge (nature) +9, Perception +17, Perform (comedy) +8, Perform (dance) +8, Sense Motive +9, Sleight of Hand +14, Stealth +14 The leprechaun is a short fey creature with pointed ears and green eyes that is often fond of wine, song, and parties, and has quite the reputation for pranks and mischief temperate forests any
GM:Lizard Tern, Arctic Melee 1/6 65 animal {{{StandardActions}}} https://www.d20pfsrd.com/bestiary/monster-listings/animals/lizard/lizard-common/ temperate and warm any All
GM:Magma Mephit Magma Mephit Elemental, Fire, Melee Combatant, The Elemental Seas 3 800 N Small outsider fire +6 +6 darkvision 60 ft. 17 14 9 +2 Dex, +1 dodge, +3 natural, +1 size 19 3d10+3 +2 +5 +3 5/magic fire Weaknesses vulnerability to cold 30 ft., fly 40 ft. (average)
2 claws +5 (1d3+1)
breath 15-foot cone, 1d8 fire damage, Reflex DC 13 for half, every 4 rounds
pyrotechnics (1/day, 600 ft.) blinding fireworks, or blinding, debilitating smoke; see Pyrotechnics
magma form (once per hour) assumes the form of a pool of lava, 3 feet in diameter and 6 inches deep. Anything touching this pool takes 1d6 fire damage.
DR increases to 20/magic and the mephit cannot attack. It can move at a speed of 10 feet per round and can pass through small openings and cracks.
A magma mephit may remain in this form for up to 10 minutes.
summon (1/day, 1 full round, 1 hour) 25% chance of summoning another Magma Mephit.
13 15 12 6 11 14 +3 +3 15 13 Fearless Dodge, Improved Initiative Bluff +8, Fly +10, Perception +6, Stealth +12 Ignan, Terran Magma mephits are commonly found in the Elemental Seas. These mephits are dim-witted brutes. https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/mephit/mephit-magma/ earth, fire and magma elemental seas
GM:Mandrill Mandrill Melee 1/4 100 animal {{{StandardActions}}} https://www.d20pfsrd.com/bestiary/monster-listings/animals/primates/mandrill-tohc/ warm forests Iokun
GM:Monkey Monkey Melee 1/4 100 animal {{{StandardActions}}} https://www.d20pfsrd.com/bestiary/monster-listings/animals/primates/primate-monkey/ warm forests Iokun, Khemm, Uth
GM:Muckdweller Muckdweller Melee 1/4 100 animal {{{StandardActions}}} https://www.d20pfsrd.com/bestiary/monster-listings/magical-beasts/muckdweller/ temperate marshes Hoth, Ravalon
GM:NPC Brigands Brigand Melee Combatant, NPC, Criminal 1/2 Medium humanoid +1 +0 14 11 8 +3 armor, +1 Dex 16 2d10+5 +4 +1 +0 30 ft.
longsword +3 (1d8+1/19-20)
cleave makes an attack. On a hit makes an additional attack on an adjacent target. Gets -2 AC to start of next turn.
shortbow +3 (1d6/x3, 60 ft.), +1 to-hit and damage within 30 ft.
13 13 12 9 10 8 +2 +3 14 12 Steady Cleave, Point-Blank Shot Toughness Intimidate +4, Knowledge(local) +1, Stealth +5 (-1 ACP included) studded leather armor, longsword, shortbow (20 arrows)
GM:NPC Brigands Thug Melee Combatant, NPC, Criminal 1/3 Medium humanoid +1 +0 13 11 7 +2 armor, +1 Dex 10 1d10+4 +3 +1 +0 30 ft.
heavy mace +2 (1d8+1/x2), or longsword (same stats except 19-20)
cleave makes an attack. On a hit makes an additional attack on an adjacent target. Gets -2 AC to start of next turn.
13 13 12 9 10 8 +1 +2 13 11 Nervous Cleave, Toughness Intimidate +3, Knowledge(local) +1, Stealth +5 leather armor, heavy mace or longsword
GM:NPC Dream Witch Dream Witch Magic User, NPC, Dream Witch 1 400 Medium humanoid +1 +6, Darkvision 30 ft. (but cannot see beyond 30 feet) 11 11 5 +1 Dex 9 2d8+0 +0 +1 +4 30 ft. +1 dagger (1d4/19-20) 2 +2 13 +4 Low Patron Cha 5 Light SphereDC 13 Talents (Roving Glow drawback), Dancing Lights, Irradiance 

- Dancing Lights (⦿, 1 minute, touch or ranged touch) A floating ball of light that may fly up to 60 ft per round and may be directed as a free action. A creature in the same space as the ball becomes sickened.
It sheds normal light to 20 ft and increasing the light level by one step to a maximum of normal for 20 ft beyond this.
You may give these lights simple commands, such as following a creature you can see or traveling in a specified pattern.
- (⦿, concentration, medium range) Cause one of the lights to shed bright light for 30 ft, and increasing the light level by one step to a maximum of normal for 30 ft beyond this. All creatures in the area of bright light must make a Fortitude save each round in the area or be nauseated for one round. On success, the creature is still sickened. (❖, change duration to 2 minutes)

Mind SphereDC 13 Will (negates) Range Close (30 ft.) Talents Sleep 

- Lesser Suggestion (⦿, 2 hours or until finished) Plant a suggestion in a target’s mind, one or two sentences long and must be a very simple request.
- Greater Suggestion (⦿, ❖, 2 hours or until finished) As above, but a basic request or a very simple request with DC 15.
- Lesser Sleep (⦿, 1d4 rounds) Target is staggered.
- Greater Sleep (⦿, ❖, 2 minutes) Target falls asleep. Targets who take damage automatically wake up, and other creatures may wake a sleeping creature as a standard action.

Spell Points 5
dagger +1 (1d4/19-20)
create star field adjacent square, concentration, creates a dancing star field 30 ft. in diameter, casting bright light in its area, and raising light level by one 30 ft. farther away. Fort save 13 each round for each creature in the light. On failure it becomes nauseated for one round. On success sickened.
 ❖ Increase duration to 2 minutes.
suggestion 30 ft., DC 13 Will (negates), 2 hours or until finished, plant a suggestion in a target’s mind for something that would seem quite logical to them.
 ❖ Raise DC to 15
suggestion, greater ❖, 30 ft., DC 13 Will (negates), 2 hours or until finished, plant a suggestion in a target’s mind for something that they could usually be convinced to do.
lethargy 30 ft., DC 13 Will (negates), 1d4 rounds, target becomes staggered for duration.
sleep ❖, 30 ft., DC 13 Will (negates), 2 minutes, target falls asleep. Targets who take damage automatically wake up, and other creatures may wake a sleeping creature as a standard action.
curse 30 feet, 4/day, DC 13 Will negates, gives target a -2 penalty to attack rolls, skill checks, and saving throws for 2 rounds.
10 12 10 14 12 14 +1 +1 12 16 Nervous Dreamspace, Extra Combat Talent(Irradiance Light talent) Bluff +7, Diplomacy +7, Knowledge(arcana) +7, Knowledge(Religion) +7, Linguistics +7, Perception +6, Sense Motive +6, Spellcraft +7 Dagger, robe Dream Witches have the Dream Walker Tradition

Curse (⦿, 30 feet, 4/day, DC 13 Will negates) Give a target a -2 penalty to attack rolls, skill checks, and saving throws for 2 rounds.

GM:NPC Dream Witch Dream Witch Adept Magic User, NPC, Dream Witch 1/2 200 Medium humanoid +1 +5, Darkvision 30 ft. (but cannot see beyond 30 feet) 11 11 5 +1 Dex 5 1d8+0 +0 +1 +3 30 ft. +0 dagger (1d4/19-20) 1 +1 12 +3 Low Patron Cha 4 Light SphereDC 12 Talents (Roving Glow drawback), Dancing Lights, Irradiance 

- Dancing Lights (⦿, 1 minute, touch or ranged touch) A floating ball of light that may fly up to 60 ft per round and may be directed as a free action. A creature in the same space as the ball becomes sickened.
It sheds normal light to 20 ft and increasing the light level by one step to a maximum of normal for 20 ft beyond this.
You may give these lights simple commands, such as following a creature you can see or traveling in a specified pattern.
- (⦿, concentration, medium range) Cause one of the lights to shed bright light for 30 ft, and increasing the light level by one step to a maximum of normal for 30 ft beyond this. All creatures in the area of bright light must make a Fortitude save each round in the area or be nauseated for one round. On success, the creature is still sickened. (❖, change duration to 1 minute)

Mind SphereDC 12 Will (negates) Range Close (25 ft.) 

- Lesser Suggestion (⦿, 1 hour or until finished) Plant a suggestion in a target’s mind, one or two sentences long and must be a very simple request.
- Greater Suggestion (⦿, ❖, 1 hour or until finished) As above, but a basic request or a very simple request with DC 14.

Spell Points 4
dagger +0 (1d4/19-20)
create star field adjacent square, concentration, creates a dancing star field 30 ft. in diameter, casting bright light in its area, and raising light level by one 30 ft. farther away. Fort save 12 each round for each creature in the light. On failure it becomes nauseated for one round. On success sickened.
 ❖ Increase duration to 1 minute.
suggestion 25 ft., 1 hour or until finished, DC 12 Will (negates), plant a suggestion in a target’s mind for something that would seem quite logical to them.
 ❖ Raise DC to 14
suggestion, greater ❖, 25 ft., DC 12 Will (negates), 1 hour or until finished, plant a suggestion in a target’s mind for something that they could usually be convinced to do.
curse 30 feet, 3/day, DC 12 Will negates, Give a target a -2 penalty to attack rolls, skill checks, and saving throws for 2 rounds.
10 12 10 14 12 14 +0 +0 11 12 Nervous Dreamspace, Extra Combat Talent(Irradiance Light talent) Bluff +6, Diplomacy +6, Knowledge(arcana) +6, Knowledge(Religion) +6, Linguistics +6, Perception +5, Sense Motive +5, Spellcraft +6 Dagger, robe Dream Witches have the Dream Walker Tradition

Curse (⦿, 30 feet, 3/day, DC 12 Will negates) Give a target a -2 penalty to attack rolls, skill checks, and saving throws for 2 rounds.

GM:NPC Dream Witch Dream Witch Shade Magic User, NPC, Dream Witch 2 600 Medium humanoid +1 +7, Darkvision 30 ft. (but cannot see beyond 30 feet) 11 11 5 +1 Dex 14 3d8+0 +1 +2 +4 30 ft. +2 dagger (1d4/19-20) 3 +3 14 +5 Low Patron Cha 7 Light SphereDC 13 Talents (Roving Glow drawback), Dancing Lights, Irradiance 

- Dancing Lights (⦿, 1 minute, touch or ranged touch) A floating ball of light that may fly up to 60 ft per round and may be directed as a free action. A creature in the same space as the ball becomes sickened.
It sheds normal light to 20 ft and increasing the light level by one step to a maximum of normal for 20 ft beyond this.
You may give these lights simple commands, such as following a creature you can see or traveling in a specified pattern.
- (⦿, concentration, medium range) Cause one of the lights to shed bright light for 30 ft, and increasing the light level by one step to a maximum of normal for 30 ft beyond this. All creatures in the area of bright light must make a Fortitude save each round in the area or be nauseated for one round. On success, the creature is still sickened. (❖, change duration to 1 minute)

Mind SphereDC 13 Will (negates) Range Close (30 ft.) Talents Sleep,Subtlety 

- Lesser Suggestion (⦿, 1 hour or until finished) Plant a suggestion in a target’s mind, one or two sentences long and must be a very simple request.
- Greater Suggestion (⦿, ❖, 1 hour or until finished) As above, but a basic request or a very simple request with DC 16.
- Lesser Sleep (⦿, 1d4 rounds) Target is staggered.
- Greater Sleep (⦿, ❖, 2 minutes) Target falls asleep. Targets who take damage automatically wake up, and other creatures may wake a sleeping creature as a standard action.

Spell Points 7
dagger +2 (1d4/19-20)
create star field adjacent square, concentration, creates a dancing star field 30 ft. in diameter, casting bright light in its area, and raising light level by one 30 ft. farther away. Fort save 13 each round for each creature in the light. On failure it becomes nauseated for one round. On success sickened.
 ❖ Increase duration to 3 minutes.
suggestion 35 ft., DC 14 Will (negates), 3 hour or until finished, plant a suggestion in a target’s mind for something that would seem quite logical to them.
 ❖ Raise DC to 16
suggestion, greater ❖, 35 ft., DC 14 Will (negates), 3 hour or until finished, plant a suggestion in a target’s mind for something that they could usually be convinced to do.
lethargy 35 ft., DC 14 Will (negates), 1d4 rounds, target becomes staggered for duration.
sleep ❖, 35 ft., DC 14 Will (negates), 3 minutes, target falls asleep. Targets who take damage automatically wake up, and other creatures may wake a sleeping creature as a standard action.
curse 30 feet, 4/day, DC 13 Will negates, gives target a -2 penalty to attack rolls, skill checks, and saving throws for 2 rounds.
10 12 10 14 12 14 +2 +2 13 17 Nervous Dreamspace, Extra Combat Talent(Irradiance Light talent), Sphere Focus(Mind Sphere) Bluff +8, Diplomacy +8, Knowledge(arcana) +8, Knowledge(Religion) +8, Linguistics +8, Perception +7, Sense Motive +7, Spellcraft +8 Dagger, robe Dream Witches have the Dream Walker Tradition

Curse (⦿, 30 feet, 4/day, DC 13 Will negates) Give a target a -2 penalty to attack rolls, skill checks, and saving throws for 2 rounds.

GM:NPC Elven Officer Elven Cadet Melee Combatant, Elven, NPC, Magic User 1/2 200 Medium humanoid (elf) +2 +2 low-light vision 18 12 11 +4 armor, +2 Dex, +2 shield 9 1d10-1 +1 +2 +1 +1 to all vs magic, spells, spell-like abilities, and sphere effects
+2 Will vs enchantment spells and effects
sleep effects 30 ft. 1 +1 12 +4 Elven Magic Int 5 Spell Points 5
sword +3 (1d8+2/19-20, 1 bleed damage)
disarm +5 vs CMD; disarm the enemy and deal 1 bleed damage
totem of war 50 ft. radius, concentration; creates area in which allies gain +2 circumstance bonus to damage rolls.
 ❖ Increase duration to 1 minute.
fierce shout 10 ft. radius; all allies gain +1 morale bonus on damage rolls on their first attack within next turn.
aggressive flanking 15 ft. radius within line of sight; all allies are considered to be flanking as long as they both threaten the same creature.
maintain aggressive flanking Maintain existing aggressive flanking tactic, and move its area within line of sight.
Blooded Opportunity Does not provoke attacks of opportunity from bleeding enemies when making Combat Maneuvers.
12 14 8 16 8 16 +1 +2 14 +2 vs dirty trick, disarm, steal, or trip 10 Steady Deft Maneuvers War(Steadfast Totem), Equipment (Finesse x2), Duelist, Warleader Acrobatics +6, Diplomacy +7, Knowledge(arcana) +7, Knowledge(nobility) +7, Knowledge(war) +7, Perception +2, Ride +6, Spellcraft +7 Auran, Dark Speech, Leysol, Mordark, Windtongue Dueling sword, Chainshirt, Heavy steel shield
GM:NPC Elven Officer Vampire Elven Officer Vampire Melee Combatant, Elven, NPC, Magic User, Undead, Vampire 5 1,600 Medium undead (elf) +8 +16 low-light vision, darkvision 60 ft. 27 15 17 +4 armor, +1 dodge, +4 Dex, +2 shield, +6 natural; +4 vs attacks of opportunity from movement 47 4d8+24 +9 +7 +4 +1 to all vs magic, spells, spell-like abilities, and sphere effects
+2 Will vs enchantment spells and effects
10/magic and silver mind-affecting effects, bleed, death effects, disease, exhaustion, fatigue, paralysis, poison, sleep effects, and stunning,
nonlethal damage, massive damage, ability drain, energy drain, ability damage to physical abilities, fortitude save unless the effect works on objects Resist cold and electricity 10 Weaknesses Sunlight Staggers on first round and destroys on second
30 ft. 2 +4 15 +6 Elven Magic Int 11
fencing sword +8 (1d6+5/17-20, 1 bleed damage); see Open Vein
dominate Will save, one target within 30 ft.; falls under the vampire's power as per dominate person.
disarm +9 vs CMD; disarm the enemy and deal 1 bleed damage; see Open Vein and Swift Slice
totem of doom 55 ft. radius, concentration; creates area in which enemies become shaken (no save).
 ❖ Increase duration to 1 minute.
totem of war 55 ft. radius, concentration; creates area in which allies gain +2 circumstance bonus to damage rolls.
 ❖ Increase duration to 1 minute.
fierce shout 20 ft. radius; all allies gain +1 morale bonus on damage rolls on their first attack within next turn.
aggressive flanking 30 ft. radius within line of sight; all allies are considered to be flanking as long as they both threaten the same creature.
blood drain Drink blood from grappled opponent, dealing 1d4 Con damage and healing 5 hp each round.
demoralize +13 vs MMD; Target gains the Shaken condition for 1 round + 1 round per 5/degree of success.
feint +13 vs MMD; On next attack opponent counts as having a Dexterity modifier of -5
swift slice After a successful disarm attempt, make a single melee attack against the target. If target is bleeding, may use an attack of opportunity instead of swift action.
arcane strike For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction.
maintain aggressive flanking Maintain existing aggressive flanking tactic, and move its area within line of sight.
open vein When dealing damage with the attack action deal an additional 2d4 bleed damage.
Blooded Opportunity Does not provoke attacks of opportunity from bleeding enemies when making Combat Maneuvers.
Combat Reflexes Can make 4 attacks of opportunity. And make attacks of opportunity while flat-footed.
Fast healing 5 and if reduced to 0 hp, assumes gaseous form and tries to escape.
Stalwart On a successful Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely.
16 18 - 18 10 20 +4 +7 21 +2 vs dirty trick, disarm, steal, or trip 22 Steady Alertness, Combat Reflexes, Compelling Maneuvers, Deft Maneuvers, Dodge, Extra Combat Talent (Swift Slice), Improved Initiative, Lightning Reflexes, Toughness War(Steadfast Totem, Totem of Doom), Equipment (Finesse x2), Duelist(Open Vein, Swift Slice), Warleader Acrobatics +11, Bluff +13, Diplomacy +12, Knowledge(arcana) +11, Knowledge(nobility) +11, Knowledge(war) +11, Perception +16, Ride +11, Sense Motive +10, Spellcraft +11, Stealth +12 Auran, Dark Speech, Leysol, Mordark, Windtongue Fencing Sword, Mithral Shirt, Mwk Heavy steel shield, 2x Healing Potion (9 points of negative energy), Acceleration Dust, Superior
GM:NPC Heroic Brute Brigand Bloody Brute Brigand Criminal, Melee Combatant, NPC 1 Medium humanoid +1 +5 17 11 11 +6 armor, +1 Dex 18 2d10+7 +5 +4 +0 20 ft.
greataxe +6 (1d12+4/x3), +1 bleed damage
open vein Deal an additional 1d4 bleed damage to a target just damaged.
cleave makes a melee attack. On a hit makes an additional attack on an adjacent target. Gets -2 AC to start of next turn.
throwing axe +3 (1d6+3/x2, 10 ft. range), +1 bleed damage
bull rush +7 CMB. Push target back 5 ft. + 5 ft. for every 5 M.o.S.
drag +7 CMB. Pull target back 5 ft. + 5 ft. for every 5 M.o.S.
reposition +7 CMB. Move target 5 ft. + 5 ft. for every 5 M.o.S to another square next to the brigand.
sunder +7 CMB. Deal damage to an item.
shove moves up to half speed. Makes melee touch attack dealing 3 damage and imposing the battered condition until the end of brigand's next turn.
follow through On successful attack, make a bull rush or reposition maneuver against target as a free action.
* hammer(requires ★) If target is moved into an occupied square, both target and occupant (whether creature, object or structure) suffers 1d8 damage (for medium-sized target). If target would have moved additional squares, target and occupant takes damage again for each additional square target would have moved.
17 13 14 9 10 8 +2 +5 +2 to Bull Rush, Drag, Overrun, Reposition, or Sunder 16 12 Steady Cleave, Extra Combat Talent Powerful Maneuvers, Toughness Equipment (Armor Training, Man'o'war training), Brute(Follow-Through, Hammer), Duelist(Open Vein) Intimidate +4, Knowledge(local) +6, Perception +5, Stealth +2 (including ACP) breastplate, masterwork greataxe, 3 throwing axes, 2 healing potions (9 hp)
GM:NPC Heroic Brute Brigand Brute Brigand Criminal, Melee Combatant, NPC 1/2 Medium humanoid +1 +4 16 11 10 +5 armor, +1 Dex 11 1d10+5 +4 +3 +0 20 ft.
greataxe +4 (1d12+4/x3)
cleave makes a melee attack. On a hit makes an additional attack on an adjacent target. Gets -2 AC to start of next turn.
throwing axe +2 (1d6+3/x2, 10 ft. range)
bull rush +6 CMB. Push target back 5 ft. + 5 ft. for every 5 M.o.S.
drag +6 CMB. Pull target back 5 ft. + 5 ft. for every 5 M.o.S.
reposition +6 CMB. Move target 5 ft. + 5 ft. for every 5 M.o.S to another square next to the brigand.
sunder +6 CMB. Deal damage to an item.
shove moves up to half speed. Makes melee touch attack dealing 3 damage and imposing the battered condition until the end of brigand's next turn.
follow through On successful attack, make a bull rush or reposition maneuver against target as a free action.
* hammer(requires ★) If target is moved into an occupied square, both target and occupant (whether creature, object or structure) suffers 1d8 damage (for medium-sized target). If target would have moved additional squares, target and occupant takes damage again for each additional square target would have moved.
17 13 14 9 10 8 +1 +4 +2 to Bull Rush, Drag, Overrun, Reposition, or Sunder 15 11 Steady Cleave, Powerful Maneuvers, Toughness Equipment (Armor Training, Man'o'war training), Brute(Follow-Through, Hammer) Intimidate +3, Knowledge(local) +5, Perception +4, Stealth +1 (including ACP) scale mail armor, greataxe, 3 throwing axes
GM:NPC Heroic Brute Brigand Scarred Brute Brigand Criminal, Melee Combatant, NPC 2 Medium humanoid +1 +6 17 11 11 +6 armor, +1 Dex 26 3d10+9 +5 +4 +1 2/bludgeoning, reduce bleed damage by 1 20 ft.
greataxe +7 (1d12+4/x3), +1 bleed damage
open vein Deal an additional 1d4 bleed damage to a target just damaged.
cleave makes a melee attack. On a hit makes an additional attack on an adjacent target. Gets -2 AC to start of next turn.
throwing axe +4 (1d6+3/x2, 10 ft. range), +1 bleed damage
bull rush +8 CMB. Push target back 5 ft. + 5 ft. for every 5 M.o.S.
drag +8 CMB. Pull target back 5 ft. + 5 ft. for every 5 M.o.S.
reposition +8 CMB. Move target 5 ft. + 5 ft. for every 5 M.o.S to another square next to the brigand.
sunder +8 CMB. Deal damage to an item.
shove moves up to half speed. Makes melee touch attack dealing 3 damage and imposing the battered condition until the end of brigand's next turn.
defensive slice When a ranged attack is made against the brigand, as an attack of opportunity, makes a +7 melee attack roll. If the result is greater than the attack roll total of the ranged attack, the attack is deflected.
follow through On successful attack, make a bull rush or reposition maneuver against target as a free action.
* hammer(requires ★) If target is moved into an occupied square, both target and occupant (whether creature, object or structure) suffers 1d8 damage (for medium-sized target). If target would have moved additional squares, target and occupant takes damage again for each additional square target would have moved.
17 13 14 9 10 8 +3 +6 +2 to Bull Rush, Drag, Overrun, Reposition, or Sunder 17 13 Steady Cleave, Extra Combat Talent Powerful Maneuvers, Toughness Equipment (Armor Training, Man'o'war training), Brute(Follow-Through, Hammer), Duelist(Defensive Slice, Open Vein, Scar Tissue) Intimidate +5, Knowledge(local) +7, Perception +6, Stealth +4 (including ACP) masterwork breastplate, masterwork greataxe, 3 throwing axes, 2 healing potions (9 hp)
GM:NPC Heroic Duelist Heroic Duelist 1 Melee Combatant, NPC 1/2 200 Medium humanoid +2 +3 15 12 13 +3 armor, +2 Dex 10 1d10 +2 +4 -1 30 ft. +3 rapier (1d6+1/18-20) {{{StandardActions}}} 12 14 10 12 8 14 +1 +2 (+3 vs dirty trick, disarm, steal, trip) 14 (+2 vs dirty trick, disarm, steal, trip) 9 Steady Deft Maneuvers Acrobatics +6, Bluff +3, Diplomacy +6, Knowledge(local) +5, Perception +3, Stealth +6 rapier

Blooded Strike

Deal 1 point of bleed damage when using the attack action or an attack of opportunity to attack or disarm a creature. (Increase on level 4)

Blooded Opportunity

Never provoke attacks of opportunity when attempting combat maneuvers against a target currently taking bleed damage.

Expert Feint

On a successful feint, the target also loses its Dexterity bonus to AC against all opponents until the beginning of your next turn.

Fatal Thrust

On an attack action or an attack of opportunity against a target that the dueliest is flanking, that is flat-footed, or that has lost its Dexterity bonus to AC, the dueliest deals an additional +1d6 precision damage. This damage is not multiplied on a critical hit. (Increase on level 5)

GM:NPC Heroic Duelist Heroic Duelist 2 Melee Combatant, NPC 1 400 Medium humanoid +2 +4 15 12 13 +3 armor, +2 Dex 16 2d10 +3 +5 -1 30 ft. +4 rapier (1d6+1/18-20) {{{StandardActions}}} 12 14 10 12 8 14 +2 +3 (+3 vs dirty trick, disarm, steal, trip) 15 (+2 vs dirty trick, disarm, steal, trip) 10 Steady Deft Maneuvers Acrobatics +7, Bluff +7, Diplomacy +7, Knowledge(local) +6, Perception +4, Stealth +7 rapier

Blooded Strike

Deal 1 point of bleed damage when using the attack action or an attack of opportunity to attack or disarm a creature. (Increase on level 4)

Blooded Opportunity

Never provoke attacks of opportunity when attempting combat maneuvers against a target currently taking bleed damage.

Expert Feint and Open Guard

On a successful feint, the target both

  • Also loses its Dexterity bonus to AC against all opponents until the beginning of your next turn.
  • Is battered for 1 round.

Fatal Thrust

On an attack action or an attack of opportunity against a target that the dueliest is flanking, that is flat-footed, or that has lost its Dexterity bonus to AC, the dueliest deals an additional +1d6 precision damage. This damage is not multiplied on a critical hit. (Increase on level 5)

GM:NPC Light Luminous Mage Light Luminous Guild Adept Mage, Magic User, NPC 1/2 200 Medium humanoid +1 +6 15 11 9 +4 armor, +1 Dex 4 d6 +0 +1 +4 30 ft. -1 dagger (1d4-1/19-20) or -1 quarterstaff (1d6-1/x2) +1 Light crossbow (1d8/19-20) or +1 light javelin (1d6-1/x2 + blinded 1 round) 1 +1 12 +3 Circle Magic Int 3 Illusion SphereDC 12 Will (interact) Duration concentration/1 minute + 2 rounds after concentration; Range close; Area 5 ft cube; Senses Sight, Sound; Talents Complex Illusion, Daylight, Illusionary Sound, Lingering Illusion 

- ❖ Maintain illusion for 1 minute after concentration ends (⦾ change behavior of unmaintained illusion)
- ❖ Divide illusion into multiple components (which must remain within spell's area)
- Illusion may give off bright light, in a radius of up to 60 ft. For next 60 ft raise light by one light level (max. normal light).
- Trick (⦿, 1 minute) Unconvincing illusions, disguises, minor alterations, non-specific noises and ventriloquism

{{{StandardActions}}} 8 12 10 14 14 12 +0 -1 10 13 Nervous Counterspell, Extra Combat Talent(Armor Training Equipment talent) Knowledge(arcana) +6, Knowledge(history) +6, Linguistics +6, Perception +6, Sense Motive +3, Spellcraft +6; +1 Perception vs invisible or incorporeal creatures. dagger, quarterstaff, chain shirt Blinding Ray (⦿, 30 ft. touch attack, 5/day) The ray causes creatures to be blinded for 1 round. Creatures with more Hit Dice than your incanter level are dazzled for 1 round instead.
GM:NPC Light Luminous Mage Light Luminous Guild Mage Mage, Magic User, NPC 1 400 Medium humanoid +1 +7 15 11 9 +4 armor, +1 Dex 7 2d6 +0 +1 +5 30 ft. +0 dagger (1d4-1/19-20) or +0 quarterstaff (1d6-1/x2) +2 Light crossbow (1d8/19-20) or +2 light javelin (1d6-1/x2 + blinded 1 round) 2 +2 13 +4 Circle Magic Int 4 Illusion SphereDC 13 Will (interact) Duration concentration/2 minutes + 2 rounds after concentration; Range close; Area 5 ft cube; Senses Sight, Sound; Talents Complex Illusion, Daylight, Illusionary Sound, Lingering Illusion 

- ❖ Maintain illusion for 2 minutes after concentration ends (⦾ change behavior of unmaintained illusion)
- ❖ Divide illusion into multiple components (which must remain within spell's area)
- Illusion may give off bright light, in a radius of up to 60 ft. For next 60 ft raise light by one light level (max. normal light).
- Trick (⦿, 1 minute) Unconvincing illusions, disguises, minor alterations, non-specific noises and ventriloquism

Light SphereDC 14

- Glow (⦿, 2 minutes, touch or ranged touch) Outlined in light, -20 penalty on Stealth checks
- (⋆, medium range) Cause any creature or object you have caused to glow to shed light as a torch, shedding normal light to 20 ft and increasing the light level by one step to a maximum of normal for 20 ft beyond this.
- (⦿, concentration, medium range) Cause one of your glow effects to shed bright light for 35 ft, and increasing the light level by one step to a maximum of normal for 35 ft beyond this. (❖, change duration to 2 minutes)

{{{StandardActions}}} 8 12 10 14 14 12 +1 +0 11 14 Nervous Counterspell, Extra Combat Talent(Armor Training Equipment talent) Diplomacy +2, Knowledge(arcana) +7, Knowledge(history) +7, Linguistics +6, Perception +8, Sense Motive +4, Spellcraft +7; +2 Perception vs invisible or incorporeal creatures. dagger, quarterstaff, chain shirt Blinding Ray (⦿, 30 ft. touch attack, 5/day) The ray causes creatures to be blinded for 1 round. Creatures with more Hit Dice than your incanter level are dazzled for 1 round instead.
GM:NPC Light Luminous Mage Light Luminous Guild Magus Mage, Magic User, NPC 2 600 Medium humanoid +1 +8 15 11 9 +4 armor, +1 Dex 11 3d6 +1 +2 +5 30 ft. +0 dagger (1d4-1/19-20) or +0 quarterstaff (1d6-1/x2) +2 Light crossbow (1d8/19-20) or +2 light javelin (1d6-1/x2 + blinded 1 round) 3 +3 14 +5 Circle Magic Int 5 Illusion SphereDC 13 Will (interact) Duration concentration/3 minutes + 2 rounds after concentration; Range close; Area 5 ft cube; Senses Sight, Sound; Talents Complex Illusion, Daylight, Illusionary Sound, Lingering Illusion 

- ❖ Maintain illusion for 3 minutes after concentration ends (⦾ change behavior of unmaintained illusion)
- ❖ Divide illusion into multiple components (which must remain within spell's area)
- Illusion may give off bright light, in a radius of up to 60 ft. For next 60 ft raise light by one light level (max. normal light).
- Trick (⦿, 1 minute) Unconvincing illusions, disguises, minor alterations, non-specific noises and ventriloquism

Light SphereDC 14 Talents Bound Light, Revealing Light 

- Glow (⦿, 3 minutes, touch or ranged touch) Outlined in light, -20 penalty on Stealth checks
- Torch Light (⋆, medium range) Cause any creature or object you have caused to glow to shed light as a torch, shedding normal light to 20 ft and increasing the light level by one step to a maximum of normal for 20 ft beyond this.
- Bright Light (⦿, concentration, medium range) Cause one of your glow effects to shed bright light for 35 ft, and increasing the light level by one step to a maximum of normal for 35 ft beyond this. (❖, change duration to 3 minutes)
-- Bind the target inside a prison of light. Target is entangled + Fort save each round or also be staggered for that round. In addition, the target must pass a magic skill check to use any form of dimensional travel, such as the dimension door spell or the teleport ability from the Warp sphere.
-- (❖) Reveals all invisible creatures and objects. These creatures and objects lose all the benefits of invisibility for as long as they are within the area of bright light.

{{{StandardActions}}} 8 12 10 14 14 12 +1 +0 11 15 Nervous Counterspell, Extra Combat Talent(Armor Training Equipment talent), Ritual Caster Diplomacy +3, Knowledge(arcana) +8, Knowledge(history) +8, Linguistics +6, Perception +9, Sense Motive +5, Spellcraft +8; +3 Perception vs invisible or incorporeal creatures. dagger, quarterstaff, chain shirt Blinding Ray (⦿, 30 ft. touch attack, 5/day) The ray causes creatures to be blinded for 1 round. Creatures with more Hit Dice than your incanter level are dazzled for 1 round instead.
GM:NPC Mercenary Phalanx Mercenary Phalanx Melee Combatant, NPC, Mercenaries 1/2 200 Medium humanoid +2 +1 14 12 8 +2 armor, +1 Dex, +1 shield 11 1d10+5 +4 +3 -1 30 ft. +3 longspear(1d8+2/x3)
longspear +3 (1d8+2/x3, reach 10), able to use one-handed
fierce shout 10 ft. radius; all allies gain +1 morale bonus on damage rolls on their first attack within next turn.
aggressive flanking 15 ft. radius within line of sight; all allies are considered to be flanking as long as they both threaten the same creature.
maintain aggressive flanking Maintain existing aggressive flanking tactic, and move its area within line of sight.
active defense Spend attack of opportunity to increase your shield bonus to AC against attack by +2.
As long as you have martial focus, you may use active defense to benefit an ally within reach.
★ instead of expending attack of opportunity.
14 12 14 8 12 10 +1 +3 14 12 Steady Combat Reflexes, Toughness Equipment (Shield Training, Spear Dancer), Shield (Cover Ally, Deflecting Shield), Warleader Acrobatics +5, Diplomacy +4, Knowledge(local) +3, Profession(Mercenary) +5, Survival +5 studded leather armor, light steel shield, longspear, longbow with 20 arrows

Aggressive Flanking

Move action, maintain as swift action. 15 feet radius centered within line of sight. While within the affected area of this tactic, allied creatures are considered to be flanking as long as they both threaten the same creature, regardless of their comparative positioning.

Active Defense

If you are using a shield and you are attacked by a creature you are aware of while not flat-footed, you may spend an attack of opportunity to increase your shield bonus to AC against that attack by +2. This decision must be made before the roll is made.

You may expend your martial focus in place of spending an attack of opportunity.

As long as you have martial focus, you may use active defense to benefit an ally when an ally within your shield’s reach is targeted by an attack.

Fierce Shout

Standard action. 10 feet radius. 1 round duration. When you use this shout, you and all affected allies gain a +1 morale bonus on damage rolls on their first attack each turn. This is a mind-affecting emotion effect.

GM:NPC Mercenary Phalanx Mercenary Phalanx Sergeant Melee Combatant, NPC, Mercenaries 2 600 Medium humanoid +2 +1 15 13 9 +2 armor, +1 Dex, +1 shield, +1 shield focus (+5 vs ranged attacks) 26 3d10+9 +5 +4 +0 30 ft. +5 longspear(1d8+2/x3)
longspear +5 (1d8+2/x3, reach 10), able to use one-handed
fierce shout 15 ft. radius; all allies gain +2 morale bonus on damage rolls on their first attack within next turn.
aggressive flanking (tactic) 25 ft. radius within line of sight; all allies are considered to be flanking as long as they both threaten the same creature.
shieldbrothers (tactic) 25 ft. radius within line of sight; allies gain a +1 competence bonus to AC when adjacent to another ally.
heroic resolve (★) Suppress a single instance of the dazzled, fatigued, shaken, or sickened condition for 2 rounds.
The duration of these conditions continues to expire while suppressed. You may instead choose to treat the frightened condition as shaken, the nauseated condition as sickened, the exhausted condition as fatigued, or the blinded condition as dazzled for the same duration.
shield focus Regain your martial focus as part of an attack action where you are fighting defensively.
maintain tactic Maintain aggressive flanking or shieldbrothers tactic, and move its area within line of sight. You can also change tactic as part of this action.
active defense Spend attack of opportunity to increase your shield bonus to AC against attack by +2.
As long as you have martial focus, you may use active defense to benefit an ally within reach.
★ instead of expending attack of opportunity.
14 12 14 8 12 10 +3 +5 16 14 Steady Combat Reflexes, Heroic Resolve, Shield Focus, Toughness Equipment (Shield Training, Spear Dancer), Shield (Cover Ally, Deflecting Shield, Shield Focus), Warleader (Shield Brothers) Acrobatics +7, Diplomacy +6, Intimidate +5, Knowledge(local) +3, Profession(Mercenary) +7, Survival +7 studded leather armor, light steel shield, longspear, longbow with 20 arrows

Aggressive Flanking

Tactic. Move action, maintain as swift action. 25 feet radius centered within line of sight. While within the affected area of this tactic, allied creatures are considered to be flanking as long as they both threaten the same creature, regardless of their comparative positioning. (Increase on every level)

Active Defense

If you are using a shield and you are attacked by a creature you are aware of while not flat-footed, you may spend an attack of opportunity to increase your shield bonus to AC against that attack by +2. This decision must be made before the roll is made.

You may expend your martial focus in place of spending an attack of opportunity. (Increase on level 4)

As long as you have martial focus, you may use active defense to benefit an ally when an ally within your shield’s reach is targeted by an attack. Whenever an attack misses a creature benefiting from your active defense, you may regain your martial focus as an immediate action.

Fierce Shout

Move action. 15 feet radius. 1 round duration. When you use this shout, you and all affected allies gain a +2 morale bonus on damage rolls on their first attack each turn. This is a mind-affecting emotion effect. (Increase on level 4 and 6)

Heroic Resolve

Move action. Expend focus to suppress a single instance of the dazzled, fatigued, shaken, or sickened condition for a number of rounds equal to your Constitution modifier (minimum 1).

The duration of these conditions continues to expire while suppressed. You may instead choose to treat the frightened condition as shaken, the nauseated condition as sickened, the exhausted condition as fatigued, or the blinded condition as dazzled for the same duration.

Shieldbrothers

Tactic. Move action, maintain as swift action. 25 feet radius centered within line of sight. As long as an ally affected by this tactic is adjacent to at least one other ally, they gain a +1 competence bonus to AC (Increase on every level)

Shield Focus

Move action and fight defensively. Regain your martial focus as part of an attack action.

GM:NPC Mercenary Phalanx Mercenary Phalanx Veteran Melee Combatant, Mercenaries 1 400 Medium humanoid +2 +1 14 12 8 +2 armor, +1 Dex, +1 shield 18 2d10+7 +5 +4 -1 30 ft.
longspear +4 (1d8+2/x3, reach 10), able to use one-handed
fierce shout 15 ft. radius; all allies gain +2 morale bonus on damage rolls on their first attack within next turn.
aggressive flanking 20 ft. radius within line of sight; all allies are considered to be flanking as long as they both threaten the same creature.
heroic resolve (★) Suppress a single instance of the dazzled, fatigued, shaken, or sickened condition for 2 rounds.
The duration of these conditions continues to expire while suppressed. You may instead choose to treat the frightened condition as shaken, the nauseated condition as sickened, the exhausted condition as fatigued, or the blinded condition as dazzled for the same duration.
shield focus Regain your martial focus as part of an attack action where you are fighting defensively.
maintain aggressive flanking Maintain existing aggressive flanking tactic, and move its area within line of sight.
active defense Spend attack of opportunity to increase your shield bonus to AC against attack by +2.
As long as you have martial focus, you may use active defense to benefit an ally within reach.
★ instead of expending attack of opportunity.
14 12 14 8 12 10 +2 +4 15 13 Steady Combat Reflexes, Heroic Resolve, Toughness Equipment (Shield Training, Spear Dancer), Shield (Cover Ally, Deflecting Shield, Shield Focus), Warleader Acrobatics +6, Diplomacy +5, Intimidate +4, Knowledge(local) +3, Profession(Mercenary) +6, Survival +6 studded leather armor, light steel shield, longspear, longbow with 20 arrows
GM:NPC Siege Mage Apprentice Siege Mage Hedgemage, Mage, Magic User, NPC 1/2 Medium humanoid +2 +1 12 12 5 +2 Dex 6 d8+1 +1 +2 +2 30 ft. 1 +1 12 +5 Wild Magic with Limited Creation(no create) drawback + Material Focus(stone and dirt) drawback 4
spear +1 (1d8+1/x3)
light crossbow +2 (1d8/19-20, 80 ft. range)
alter stone or earth (touch) Change touched stone or earth into a different, crude shape, such as walls, trenches or doorways. An amount of material up to small size of earth or tiny size of rock can be altered.
❖ Increase the size altered by one size category.
↯ (+100%) Increase the size altered by one size category.
repair stone or earth (touch) Repair a damaged object of stone or earth for 1d4 hit points.
destroy stone or earth (touch) Deal 1d4 damage to an object of stone or earth, bypassing hardness.
wild magic The siege mage has a base wild magic chance (↯) of 10%
miscast On failed concentration check automatically triggers a wild magic event
12 14 12 14 10 8 +0 +1 13 14 Nervous Combat Casting Creation Sphere(Classic Substances, Forge, Large Creation) Diplomacy +3, Knowledge(arcana) +6, Knowledge(geography) +6, Knowledge(war) +3, Perception +1, Profession(mercenary) +4, Sense Motive +4, Spellcraft +6 spear, light crossbow, 20 bolts
GM:NPC Siege Mage Siege Mage Hedgemage, Mage, Magic User, NPC 1 Medium humanoid +2 +2 12 12 5 +2 Dex 11 2d8+2 +1 +2 +3 30 ft. 1 +1 12 +5 Wild Magic with Limited Creation(no create) drawback + Material Focus(stone and dirt) drawback 7
spear +2 (1d8+1/x3)
light crossbow +3 (1d8/19-20, 80 ft. range)
alter stone or earth (touch) Change touched stone or earth into a different, crude shape, such as walls, trenches or doorways. An amount of material up to small size of earth or tiny size of rock can be altered.
❖ Increase the size altered by one size category.
↯ (+100%) Increase the size altered by one size category.
repair stone or earth (touch) Repair a damaged object of stone or earth for 1d4 hit points.
destroy stone or earth (touch) Deal 1d4 damage to an object of stone or earth, bypassing hardness.
careful caster when casting a spell, increase casting time by 1 step to reduce the wild magic chance by 25%.
wild magic The siege mage has a base wild magic chance (↯) of 10%
miscast On failed concentration check automatically triggers a wild magic event
12 14 12 14 10 8 +0 +1 13 15 Nervous Careful Caster, Combat Casting Creation Sphere(Classic Substances, Forge, Large Creation) Diplomacy +4, Knowledge(arcana) +7, Knowledge(geography) +7, Knowledge(war) +4, Perception +2, Profession(mercenary) +5, Sense Motive +5, Spellcraft +7 spear, light crossbow, 20 bolts
GM:NPC Star Summoner Star Elemental 1 Conjured Creature, Dream Witch - 10,000 Small elemental +3 +0, low-light vision, Darkvision 30 ft. 17 15 8 +3 Dex, +1 dodge, +2 natural, +1 size 7 1d10+1 +3 +3 +0 30 ft.
2x slam +4 (1d3+2/x2) plus sleepiness
sleepiness Injury, DC 11, frequency 1/round for 6 rounds, 1d2 Wisdom damage, cure 1 save.
shadow Takes and deals half damage from attacks and magic originating or against from corporeal creatures.
14 16 13 7 10 11 +1 +4 16 10 Brave Dodge Stealth +11 (+8 in dim light or darkness)
GM:NPC Star Summoner Star Elemental 2 Conjured Creature, Dream Witch - 10,000 Medium elemental +2 +0, low-light vision, Darkvision 30 ft. 16 13 8 +2 Dex, +1 dodge, +3 natural 13 2d10+2 +4 +2 +1 30 ft.
2x slam +5 (1d4+3/x2) plus sleepiness
rounds.
sleepiness Injury, DC 12, frequency 1/round for 6 rounds, 1d2 Wisdom damage, cure 1 save.
shadow Takes and deals half damage from attacks and magic originating or against from corporeal creatures.
evasion Takes no damage on a successful Reflex save against an effect that grants half damage on a successful Reflex save.
16 15 13 7 10 11 +2 +5 17 10 Brave Dodge Stealth +7 (+8 in dim light or darkness)
GM:NPC Star Summoner Star Elemental 3 Conjured Creature, Dream Witch - 10,000 Medium elemental +0, low-light vision, Darkvision 30 ft. 16 13 8 +2 Dex, +1 dodge, +3 natural 20 3d10+3 +4 +3 +1 30 ft.
2x slam +7 (1d4+4/x2) plus sleepiness
sleepiness Injury, DC 12, frequency 1/round for 6 rounds, 1d2 Wisdom damage, cure 1 save.
shadow Takes and deals half damage from attacks and magic originating or against from corporeal creatures.
evasion Takes no damage on a successful Reflex save against an effect that grants half damage on a successful Reflex save.
19 15 13 7 10 11 +2 +6 18 10 Brave Combat Reflexes, Dodge Stealth +8 (+8 in dim light or darkness)
GM:NPC Star Summoner Star Elemental 4 Conjured Creature, Dream Witch - 10,000 Medium elemental +0, low-light vision, Darkvision 30 ft. 16 13 8 +2 Dex, +1 dodge, +3 natural 26 3d10+9 +6 +3 +1 30 ft.
2x slam +7 (1d4+4/x2) plus sleepiness
sleepiness Injury, DC 14, frequency 1/round for 6 rounds, 1d2 Wisdom damage, cure 1 save.
shadow Takes and deals half damage from attacks and magic originating or against from corporeal creatures.
evasion Takes no damage on a successful Reflex save against an effect that grants half damage on a successful Reflex save.
19 15 16 7 10 11 +2 +6 18 10 Brave Combat Reflexes, Dodge Stealth +8 (+8 in dim light or darkness)
GM:NPC Star Summoner Star Summoner Magic User, NPC, Dream Witch 1 400 Medium humanoid +1 +6, Darkvision 30 ft. (but cannot see beyond 30 feet) 11 11 5 +1 Dex 9 2d8+0 +0 +1 +4 30 ft. Low Patron Cha Spell Points 5
dagger +1 (1d4/19-20)
summon star elemental (adjacent square, concentration) summons a Star Elemental 2.
 ❖ Increase duration to 2 minutes.
boost star elemental (30 ft., concentration) grant two physical ability scores (Str/Dex/Con) a +2 bonus, .
 ❖ Increase duration to 2 minutes.
curse 30 feet, 4/day, DC 13 Will negates, Give a target a -2 penalty to attack rolls, skill checks, and saving throws for 2 rounds.
10 12 10 14 12 14 +1 +1 12 16 Nervous Dreamspace, Extra Combat Talent(Quick Companion Conjuration talent) Conjuration sphere(Solitary Summons drawback, Extra Companion, Monstrous Attack(poison), Quick Companion, Shadow Creature), Enhancement sphere(Bodily Enhancement drawback, Restricted Enhancement(only outsiders from The Shadow) drawback, Dual Enhancement, Physical Enhancement) Bluff +7, Diplomacy +7, Knowledge(arcana) +7, Knowledge(Religion) +7, Linguistics +7, Perception +6, Sense Motive +6, Spellcraft +7 Dagger, robe Dream Witches have the Dream Walker Tradition with the Expansive Dream secret.

Curse (⦿, 30 feet, 3/day, DC 12 Will negates) Give a target a -2 penalty to attack rolls, skill checks, and saving throws for 2 rounds.

GM:NPC Star Summoner Star Summoner Adept Magic User, NPC, Dream Witch 1/2 200 Medium humanoid +1 +5, Darkvision 30 ft. (but cannot see beyond 30 feet) 11 11 5 +1 Dex 5 1d8+0 +0 +1 +3 30 ft. +0 dagger (1d4/19-20) 1 +1 12 +3 Low Patron Cha 4 Conjuration SphereDC 12 Talents (Solitary Summons drawback, Extra Companion, Shadow Creature, Monstrous attacks(poison), Quick Companion

- Summon (⦿, concentration, adjacent square) Summons a Star Elemental 1 (❖, change duration to 1 minute)

Spell Points 4
dagger +0 (1d4/19-20)
summon star elemental adjacent square, concentration, summons a Star Elemental 1.
 ❖ Increase duration to 1 minute.
curse 30 feet, 3/day, DC 12 Will negates, Give a target a -2 penalty to attack rolls, skill checks, and saving throws for 2 rounds.
10 12 10 14 12 14 +0 +0 11 15 Nervous Dreamspace, Extra Combat Talent(Quick Companion Conjuration talent) Bluff +6, Diplomacy +6, Knowledge(arcana) +6, Knowledge(Religion) +6, Linguistics +6, Perception +5, Sense Motive +5, Spellcraft +6 Dagger, robe Dream Witches have the Dream Walker Tradition

Curse (⦿, 30 feet, 3/day, DC 12 Will negates) Give a target a -2 penalty to attack rolls, skill checks, and saving throws for 2 rounds.

GM:NPC Star Summoner Star Summoner Conjurer Magic User, NPC, Dream Witch 2 600 Medium humanoid +1 +7, Darkvision 30 ft. (but cannot see beyond 30 feet) 12 12 5 +1 Dex, +1 dodge 14 3d8+0 +1 +2 +4 30 ft. Low Patron Cha Spell Points 7
dagger +2 (1d4/19-20)
summon star elemental (adjacent square, concentration) summons a Star Elemental 3.
 ❖ Increase duration to 3 minutes.
boost star elemental (30 ft., concentration) grant two physical ability scores (Str/Dex/Con) a +2 bonus, .
 ❖ Increase duration to 3 minutes.
curse 30 feet, 4/day, DC 13 Will negates, Give a target a -2 penalty to attack rolls, skill checks, and saving throws for 2 rounds.
10 12 10 14 12 14 +2 +2 13 17 Nervous Dodge, Dreamspace, Extra Combat Talent(Quick Companion Conjuration talent) Conjuration sphere(Solitary Summons drawback, Extra Companion, Monstrous Attack(poison), Powerful Companion, Quick Companion, Shadow Creature), Enhancement sphere(Bodily Enhancement drawback, Restricted Enhancement(only outsiders from The Shadow) drawback, Dual Enhancement, Physical Enhancement) Bluff +8, Diplomacy +8, Knowledge(arcana) +8, Knowledge(Religion) +8, Linguistics +8, Perception +7, Sense Motive +7, Spellcraft +8 Dagger, robe Dream Witches have the Dream Walker Tradition with the Expansive Dream secret.

Curse (⦿, 30 feet, 3/day, DC 12 Will negates) Give a target a -2 penalty to attack rolls, skill checks, and saving throws for 2 rounds.

GM:NPC Star Summoner Star Summoner Conjurerator Magic User, NPC, Dream Witch 3 800 Medium humanoid +1 +8, Darkvision 30 ft. (but cannot see beyond 30 feet) 12 12 5 +1 Dex, +1 dodge 18 4d8+0 +1 +2 +5 30 ft. Low Patron Cha Spell Points 9
dagger +4 (1d4/19-20)
summon star elemental (adjacent square, concentration) summons a Star Elemental 4.
 ❖ Increase duration to 4 minutes.
boost star elemental (35 ft., concentration) grant two physical ability scores (Str/Dex/Con) a +2 bonus, .
 ❖ Increase duration to 4 minutes.
curse 35 feet, 5/day, DC 15 Will negates, Give a target a -2 penalty to attack rolls, skill checks, and saving throws for 2 rounds.
10 12 10 16 12 14 +3 +3 14 18 Nervous Dodge, Dreamspace, Extra Combat Talent(Quick Companion Conjuration talent) Conjuration sphere(Solitary Summons drawback, Extra Companion, Fortified Companion, Monstrous Attack(poison), Powerful Companion, Quick Companion, Shadow Creature), Enhancement sphere(Bodily Enhancement drawback, Restricted Enhancement(only outsiders from The Shadow) drawback, Dual Enhancement, Physical Enhancement) Bluff +8, Diplomacy +8, Knowledge(arcana) +9, Knowledge(Religion) +9, Linguistics +9, Perception +7, Sense Motive +7, Spellcraft +11 Mwk Dagger, robe, Ring of Aptitude +2(Spellcraft) Dream Witches have the Dream Walker Tradition with the Expansive Dream and Imagery secrets.
GM:Nymph Water Strider Water Strider, Nymph Melee 1/4 100 vermin {{{StandardActions}}} https://www.d20pfsrd.com/bestiary/monster-listings/vermin/water-strider-nymph/ temperate and warm rivers Chuum, Iokun, Northern Empire, Ravalon, Uth
GM:Otter Otter Melee 1/4 100 animal {{{StandardActions}}} https://www.d20pfsrd.com/bestiary/monster-listings/animals/otter/ cold and temperate coasts and rivers Northern Empire
GM:Owl Owl Melee Combatant 1/3 135 N Tiny animal +3 +10 low-light vision 15 15 7 +3 Dex, +2 size 5 1d8 +2 +5 +2 10 ft., fly 60 ft. (average)
talon +5 (1d4-2)
full attack make 2 talon attacks
6 17 11 2 15 6 +0 +1 9 13 Steady Equipment Sphere (Finesse Fighting) Fly +7, Perception +10, Stealth +15 Owls are nocturnal, rodent-eating birds that make very little noise in flight. cold and temperate forests, hills and plains
GM:Platypus Platypus Melee 1/6 65 animal {{{StandardActions}}} https://www.d20pfsrd.com/bestiary/monster-listings/animals/platypus/ temperate and warm rivers Chuum
GM:Porcupine Porcupine Melee 1/4 100 animal {{{StandardActions}}} https://www.d20pfsrd.com/bestiary/monster-listings/animals/porcupine/ temperate forests and plains Hoth, Northern Empire, Southern Empire
GM:Ptarmigan Ptarmigan Bird, Melee 1/6 65 animal {{{StandardActions}}} https://www.d20pfsrd.com/bestiary/monster-listings/animals/birds/ptarmigan/ cold plains Hoth
GM:Quipper Quipper Fish, Melee Combatant 1/8 50 animal {{{StandardActions}}} https://www.d20pfsrd.com/bestiary/monster-listings/animals/fish/quipper/ cold and temperate aquatic and rivers Khemm, NorthEmpire, Ravalon, SouthEmpire, Uth

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