Crowe Elemental Strikes (Su): As a swift action up to three times
Male human bloodrager 3 per day, you can imbue your melee attacks with elemental
CN Medium humanoid (human) electricity for 1 round, dealing an extra 1d6 points of
Deity Desna electricity damage with your melee attacks.
Homeland Varisia Bloodrage (Su) You can bloodrage for 15 rounds per day.
Init +2; Senses Perception +7 These rounds are renewed after resting for 8 hours, although
Defense the hours of rest need not be consecutive.
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex) Entering a bloodrage is a free action. While in a
hp 28 (3d10+3) bloodrage, you gain a +4 morale bonus to your Strength
Fort +4, Ref +5, Will +2 and Constitution and a +2 morale bonus on Will saving
Defensive Abilities blood sanctuary, uncanny dodge throws, but you take a –2 penalty to Armor Class. You also
Offense gain 6 additional hit points, but these disappear when the
Speed 30 ft. bloodrage ends and are not lost first like temporary hit
Melee +1 earth breaker UE +6 (2d6+4/×3) or points. While in bloodrage, you cannot use any Charisma-,
morningstar +5 (1d8+2) or Dexterity-, or Intelligence-based skills (except Acrobatics,
punching dagger +5 (1d4+2/×3) Fly, Intimidate, and Ride) or any ability that requires
Ranged javelin +5 (1d6+2) patience or concentration.
Special Attacks bloodline power (elemental strikes), You can end your bloodrage as a free action. When the
bloodrage (15 rounds/day) bloodrage ends, you’re fatigued for a number of rounds
Tactics equal to twice the number of rounds spent in the bloodrage.
Bloodraging Statistics When bloodraging, your statistics are You cannot enter a new bloodrage while fatigued or
AC 16, touch 10, flat-footed 14; hp 34; Fort +6, Will +4; exhausted, but otherwise can enter bloodrage multiple
Melee +1 earth breaker UE +8 (2d6+7/×3) or morningstar +7 times during a single encounter. If you fall unconscious, your
(1d8+4) or punching dagger +7 (1d4+4/×3); Ranged javelin +5 bloodrage immediately ends.
(1d6+4); Str 22, Con 17; CMB +7; Skills Climb +6. Blood Sanctuary (Su) You gain a +2 bonus on saving throws
Statistics against spells that you or an ally casts (such as fireball).
Str 14, Dex 14, Con 13, Int 10, Wis 12, Cha 16 Uncanny Dodge (Ex) You cannot be caught flat-footed, even if
Base Atk +3; CMB +5; CMD 17 an attacker is invisible, but you still lose your Dexterity bonus
Feats Extra Rage, Lightning Reflexes, Power Attack to AC if you’re immobilized or if an opponent successfully uses
Skills Acrobatics +4, Climb +4, Knowledge (arcana) +6, the feint action against you.
Perception +7, Spellcraft +6, Survival +7
Languages Common, Shoanti
SQ bloodline (elemental [air]), fast movement*
Combat Gear potion of cure light wounds, alchemist’s fire (2),
thunderstones (2); Other Gear mwk steel lamellar, +1 earth
breaker UE, javelins (6), morningstar, punching dagger,
backpack, belt pouch, everburning torch, flint and
steel, grappling hook, hammer, pitons (5), rations
(2 weeks), silk rope (50 feet), waterskin, 60 gp
* The effects of this ability have already been
calculated into Crowe’s statistics.
Special Abilities
Bloodline Power The element of air
infuses your being, and you can draw
upon its power during your bloodrage.
When you enter a bloodrage, your
transformation takes on physical
characteristics of your elemental
air bloodline. You can use the
following bloodline power
BLOODRAGER
while in a bloodrage; once the
bloodrage ends, your bloodline
power immediately ceases.
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Quinn after you make the roll, but must do so before the results
Male human investigator 3 are revealed. You can only use inspiration once per roll.
LG Medium humanoid (human) You can use inspiration on any Knowledge, Linguistics, or
Deity Abadar Spellcraft skill check without spending a use of inspiration,
Homeland Galt provided you’re trained in that skill. As an immediate
Init +2; Senses Perception +12 action by expending two uses of inspiration, you can use
Defense inspiration on attack rolls and saving throws.
AC 15, touch 13, flat-footed 12 (+2 armor, +2 Dex, +1 dodge) Investigator Talents You have learned the following
hp 20 (3d8+3) investigator talent:
Fort +3, Ref +5, Will +4; +2 vs. poison Trap Spotter (Ex): Whenever you come within 10 feet of
Defensive Abilities trap sense +1 a trap, you receive an immediate Perception skill check to
Offense notice the trap. Your GM should attempt this check in secret.
Speed 30 ft. Keen Recollection (Ex) You can attempt all Knowledge skill
Melee sword caneUE +4 (1d6) or checks untrained.
club +2 (1d6) Poison Lore (Ex) If you take 1 minute to examine a poison,
Ranged hand crossbow +4 (1d4/19–20) you can attempt a Knowledge (nature) check to identify any
Investigator Extracts Prepared (CL 3rd; concentration +7) natural poison or a Knowledge (arcana) check to identify any
1st—cure light wounds, shock shieldUC (DC 15), stone fistAPG, magical poison (DC = the poison’s save DC). Once identified,
true strike you can spend 1 minute to attempt a Craft (alchemy)
Statistics check (DC = the poison’s save DC) to neutralize 1 dose of
Str 10, Dex 14, Con 10, Int 18, Wis 13, Cha 12 the poison, rendering it harmless. You cannot accidentally
Base Atk +2; CMB +2; CMD 15 poison yourself when applying poison to a weapon or when
Feats Dodge, Great Fortitude, Weapon Finesse examining or attempting to neutralize a poison.
Skills Acrobatics +8, Appraise +8, Craft (alchemy) +10 (+13 to Trap Sense (Ex) You gain a +1 bonus on Reflex saving throws
create alchemical items), Diplomacy +7, Disable Device +9, made to avoid traps and a +1 dodge bonus to AC against
Knowledge (dungeoneering, history, nature) +8, Linguistics +10, attacks made by traps.
Perception +12, Sense Motive +7, Spellcraft +9, Stealth +8, Use Trapfinding You gain a +1 bonus on Perception skill checks
Magic Device +7 made to locate traps and to Disable Device checks.
Languages Aklo, Ancient Osiriani, Aquan, Auran, Common, You can use Disable Device to disarm
Ignan, Osiriani, Terran magical traps.
SQ alchemy (alchemy crafting +3, identify potions), inspiration (5),
investigator talents (trap spotter), keen recollection, poison
lore, trapfinding +1
Combat Gear oil of magic weapon, potion of sanctuary, acid (2),
alchemist’s fire (2), antitoxin, smokestick; Other Gear leather
armor, club, dagger, hand crossbow with 20 bolts, sword
caneUE, eyes of the eagle, alchemy crafting kitUE, backpack,
belt pouch, formula book (contains all prepared extracts,
plus anticipate perilUM, comprehend languages, detect secret
doors, and endure elements), hooded lantern, manacles, oil
(4 flasks), sunrods (3), thieves’ tools, tindertwigs (6), trail
rations (2 weeks), waterskin, 90 gp
Special Abilities
Alchemy (Su) By holding a potion for 1 round, you can use
Craft (alchemy) to identify it as if using detect magic.
Extracts You can prepare a number of extracts each day.
Extracts behave like spells in potion form, and you cast the
spells by drinking the extract. You must refer to your formula
book whenever you prepare an extract.
Inspiration (Ex) You begin each day with a pool of five uses
INVESTIGATOR
of inspiration. As a free action, you can expend one use of
inspiration to add 1d6 to the result of a skill check or ability
check (including any you take 10 or 20 on). You can do this
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Jirelle Opportune Parry and Riposte (Ex): When an opponent
Female half-elf swashbuckler 3 attempts a melee attack against you, you can spend 1
CG Medium humanoid (elf, human) panache point and expend a use of an attack of opportunity to
Deity Cayden Cailean attempt to parry that attack. Make an attack roll as if you were
Homeland The Shackles making an attack of opportunity. If your attack roll is greater
Init +5; Senses low-light vision; Perception +6 than the attack roll of the attacking creature, the creature’s
Defense attack automatically misses. For each size category the
AC 18, touch 14, flat-footed 14 (+3 armor, +3 Dex, +1 dodge, attacking creature is larger than you, you take a –2 penalty on
+1 shield) your attack roll. You must declare the use of this ability after
hp 24 (3d10+3) the creature’s attack is announced but before its attack roll is
Fort +3, Ref +7, Will +1; +2 vs. enchantments made. Immediately after you perform a successful parry, if you
Defensive Abilities charmed life (+3, 3/day); Immune sleep still have at least 1 panache point, you can make an attack as
Offense an immediate action against the creature whose attack you
Speed 30 ft. blocked (provided that creature is within your reach).
Melee mwk rapier +7 (1d6+1/18–20) or Precise Strike (Ex): While you have at least 1 panache point,
light mace +6 (1d6+1) you can strike precisely with a light or one-handed piercing
Ranged mwk dagger +7 (1d4+1/19–20) melee weapon (even a thrown one, as long as the target
Statistics is within 30 feet) and add a +3 bonus to your damage roll.
Str 13, Dex 17, Con 12, Int 10, Wis 8, Cha 16 Creatures that are immune to sneak attacks are immune to a
Base Atk +3; CMB +4; CMD 18 precise strike. The extra damage isn’t multiplied with a critical
Feats Combat Expertise, Combat Reflexes, Skill Focus (Bluff) hit. As a swift action, you can spend 1 panache point to
Skills Acrobatics +8, Bluff +11, Climb +6, Escape Artist +8, double your precise strike’s damage bonus on the next attack.
Intimidate +8, Knowledge (nobility) +4, Perception +6, Sense This must be used before the end of your turn, or it is lost.
Motive +3, Sleight of Hand +7 Panache (Ex) You begin each day with 3 panache points. You
Languages Common, Elven can spend panache to accomplish deeds (see above), and
SQ deeds* (dodging panache +3, opportune parry and riposte, regain panache each time you confirm a critical hit with a
precise strike +3), elf blood, panache (3) light or one-handed piercing weapon or when you reduce a
Combat Gear potion of good hope, potion of jump, alchemist’s creature to 0 or fewer hit points with a light or one-handed
fire, holy water, thunderstone; Other Gear mwk studded piercing weapon attack.
leather, mwk buckler, dagger, light mace, mwk dagger, mwk
rapier, cloak of resistance +1, backpack, belt pouch, bottle
of fine wine, signet ring, sunrods (3), trail rations (2 weeks),
waterskin, 124 gp
* Other deeds available to Jirelle are listed in the upcoming
Pathfinder RPG Advanced Class Guide, including some
already incorporated into the above statistics.
Special Abilities
Charmed Life (Ex) Three times per day as an immediate action
before attempting a saving throw, you can add a +3 bonus
to the result of the save. You must choose to do this before
the roll is made, and may apply only one use of
charmed life on a given saving throw.
Deeds You can spend panache points (see
below) to accomplish the following deeds.
Note that some deeds do not cost panache
points, but do require you to have at least 1.
Dodging Panache (Ex): When an opponent
attempts a melee attack against you, as an
immediate action you can spend 1 panache point
to move 5 feet, which grants you a +3 bonus to
SWASHBUCKLER
AC against that attack. This isn’t a 5-foot step, and
it provokes attacks of opportunity from creatures
other than the one that triggered this deed.
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Oloch Fervor (Su) Three times per day, you can touch a creature
Male half-orc warpriest 3 to heal it of 1d6 points of damage as a standard action;
CN Medium humanoid (human, orc) targeting yourself is a swift action. Alternatively, you can
Deity Gorum deal 1d6 points of damage to an undead creature with a
Homeland Belkzen successful melee touch attack as a standard action that
Init +4; Senses darkvision 60 ft.; Perception +2 provokes an attack of opportunity. This attack counts as
Defense positive energy and undead do not receive a saving throw
AC 18, touch 10, flat-footed 18 (+8 armor) against it.
hp 30 (3d8+9) As a swift action, you can expend one use of fervor to
Fort +5, Ref +1, Will +5 cast any one warpriest spell you have prepared. You can
Defensive Abilities orc ferocity target only yourself with this spell, even if it could normally
Offense affect other or multiple targets. Spells cast in this way
Speed 20 ft. ignore somatic components and do not provoke attacks of
Melee greatsword +7 (2d6+6/19–20) or opportunity. You do not need to have a free hand to cast a
heavy flail +6 (1d10+6/19–20) or spell in this way.
spiked gauntlet +6 (1d4+4) Focus Weapon You receive Weapon Focus as a bonus feat.
Ranged mwk heavy crossbow +3 (1d10/19–20) Sacred Weapon (Su) Your deity’s favored weapon
Special Attacks blessings 4/day (Strength: strength surge +1; (greatsword) and any weapons designated by selecting
War: war mind), fervor (1d6, 3/day), sacred weapon (1d6) them with the Weapon Focus feat are sacred weapons, and
Warpriest Spells Prepared (CL 3rd; concentration +5) deal damage based on your level rather than the weapon
1st—bless, divine favor, magic weapon, shield of faith type. At 3rd level, a sacred weapon deals 1d6 points of
0—create water, detect magic, read magic, stabilize damage. If the weapon normally deals more damage than
Statistics this, its damage is unchanged. This does not affect any other
Str 18, Dex 10, Con 14, Int 10, Wis 15, Cha 8 aspect of the weapon.
Base Atk +2; CMB +6; CMD 16 Spontaneous Casting You can expend
Feats Combat Casting, Improved Initiative, Power Attack, any prepared spell that isn’t an
Weapon FocusB (greatsword) orison (0-level spell) in order to
Skills Heal +8, Intimidate +6, Knowledge (engineering) +4, cast any spell with “cure” in its
Knowledge (religion) +4, Sense Motive +6 name that’s of the same spell
Languages Common, Orc level or lower.
SQ focus weapon, orc blood, spontaneous casting (cure)
Combat Gear scroll of cure moderate wounds, scrolls of hide
from undead (2), scroll of remove fear, wand of cure light
wounds (25 charges), alchemist’s fire (2), holy water (3);
Other Gear mwk half-plate, greatsword, heavy flail, mwk
heavy crossbow with 20 bolts, spiked gauntlet, pearl of
power (1st level), backpack, battle standard, belt pouch,
caltrops, drum, flint and steel, healer’s kit, iron holy symbol
of Gorum, shovel, torches (4), trail rations (2 weeks),
waterskin, 38 gp
Special Abilities
Blessings (Su) Your deity (Gorum, god of strength and battle)
grants you the following minor powers, which you can call
upon four times per day in any combination.
Strength Surge: As a swift action, you gain a +1
enhancement bonus on melee attacks, combat
maneuver checks that rely on Strength, Strength-
based skills, and Strength checks for 1 round.
War Mind: You can touch an ally to grant it a
tactical advantage for 1 minute. Each round at the start
WARPRIEST
of its turn, it can select one of the following bonuses: +10
feet to base land speed, +1 dodge bonus to AC, +1 insight
bonus on attack rolls, or a +1 luck bonus on saving throws.
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