Download E-books Pathfinder Campaign Setting: Rival Guide PDF

  • The most threatening foes on the planet of the Pathfinder RPG should not continually monsters. For the participant characters should not the one magic-laden “heroes” with hopes and ambition to deliver sword and spell into desolate dungeons and crime-ridden towns. this helpful reference comprises ten thoroughly certain events of rival adventurers compatible to be used as enemies, allies, or whatever in among. provided with a variety of power-levels and various objectives, the characters during this richly illustrated publication additionally double as nice on-the-spot pregenerated participant characters.

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Melee +3 shortspear +20/+15/+10 (1d6+8), +2 spiked gauntlet +19 (1d4+4) exact assaults it used to be intended to be 1/day, rage (13 rounds/day), rage powers (moment of readability, quickly reflexes) Bloodline Spell-Like skills (CL twelfth; focus +15) 6/day—touch of future Sorcerer Spells identified (CL twelfth; focus +15) sixth (3)—disintegrate (DC 19) fifth (5)—break attraction, magic jar (DC 18), shadow evocation (DC 18) 4th (6)—confusion (DC 17), freedom of move, phantasmal killer (DC 17), sturdy fog third (7)—blink, fireball (DC 16), fly, security from strength, vampiric contact (DC sixteen) 2d (7)—blur, ghoul contact (DC 15), gust of wind, replicate photograph, shatter (DC 15), spider climb 1st (7)—alarm, burning palms (DC 14), sit back contact (DC 14), magnify individual (DC 14), mage armor, stunning take hold of (DC 14) zero (at will)—bleed (DC 13), notice magic, realize poison, ghost sound, mage hand, mending, learn magic, resistance, contact of fatigue Bloodline destined information Str 20, Dex 15, Con sixteen, Int eight, Wis 10, Cha 17 Base Atk +11; CMB +16; CMD 26 Feats Arcane Armor Mastery, Arcane Armor education, Arcane Strike, Blind-Fight, wrestle Casting, Eschew fabrics, quickly Draw, longevity, Two-Weapon combating, Weapon 31 five Pathfinder crusade atmosphere: Rival advisor Ozrin Casault “face” for her plans. Ozrin had not just the diplomatic abilities she was once trying to find, yet command of a boat in addition. seeing that lots of Belia’s plans concerned exploring numerous Ghol-Gan ruins within the Shackles, having a cellular base of operations just like the Hellblood made excellent feel. in fact, Captain Casault was once given little selection approximately becoming a member of Belia’s group—she retains a geas/quest spell forged on him always to make sure his cooperation. Ozrin enjoys the cash he’s made serving the Corsairs, yet longs to sometime be freed from Belia’s keep watch over. Ozrin was once an Eagle Knight and promising member of the grey Corsairs till condition pressured him to desert the association after a bloody altercation with a great. With a value upon his head, he dodged the wrath of his order through taking a place aboard the Hellblood, a pirate send lower than the command of the infamous captain, Ironhand Jessan. Ozrin served at the Hellblood for years till the group mutinied opposed to Captain Jessan. Ozrin chanced on himself with the chance to grab energy, and he made his move—he’s been the captain of the Hellblood ever for the reason that. Ozrin was once the final to affix Belia’s group—she’d already recruited Molatunde and Shavaran, and used to be trying to find a person who might function a public Captain Ozrin Casault XP 102,400 CR 17 Male human fighter 18 (free hand fighter; Pathfinder RPG complex Player’s consultant a hundred and five) NE Medium humanoid Init +5; Senses belief –1 safeguard AC 30, contact 23, flat-footed 19 (+7 armor, +2 deflection, +5 Dex, +6 keep away from) hp 211 (18d10+108) castle +18, Ref +13, Will +9 weak spot less than a geas to serve Belia Offense pace 35 toes. Melee scimitar of existence stealing +26/+21/+16/+11 (1d6+10/15–20) Ranged +1 composite longbow +26/+21/+16/+11 (1d8+7/×3 plus 1d6 fireplace) distinct assaults misleading strike* +5, interference*, well timed tip*, weapon education (heavy blades +1) statistics Str 14, Dex 20, Con sixteen, Int 10, Wis eight, Cha 12 Base Atk +18; CMB +20 (+25 disarm); CMD forty three (48 vs.

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