Kojiro
Human natural dire wererat slayer 11 (Pathfinder RPG Advanced Class Guide 53, Pathfinder RPG Bestiary 197)
CN Medium humanoid (human, shapechanger)
Init +2; Senses low-light vision, scent; Perception +15


Defense


AC 25, touch 17, flat-footed 19 (+7 armor, +1 deflection, +2 Dex, +4 dodge, +1 natural)
hp 96 (11d10+22)
Fort +11, Ref +12, Will +9 (+2 bonus vs. detect thoughts, discern lies, and similar mind-reading magic)
Defensive Abilities trap sense +3


Offense


Speed 40 ft.
Melee +2 cold iron falchion +14/+6/+1 (2d4+17/18-20) or
:mwk dagger +10/+5/+0 (1d4+10/19-20)
Ranged
+1 composite shortbow +14/+9/+4 (1d6+5/×3)
Special Attacks curse of lycanthropy (DC 15), sneak attack +3d6, studied target +3 (3rd, swift action)


Statistics


Str 18, Dex 15, Con 12, Int 14, Wis 12, Cha 14
Base Atk +11; CMB +9; CMD 32
Feats Combat Expertise, Deceitful, Dodge, Furious Focus<sup>APG</sup>, Greater Feint, Improved Feint, Iron Will, Mobility, Power Attack, Vital Strike
Traits dirty fighter, rat squeeze
Skills Acrobatics +15 (+19 to jump), Bluff +22, Climb +10, Diplomacy +10, Disable Device +22, Disguise +13, Heal +5, Intimidate +7, Knowledge (dungeoneering) +12, Knowledge (local) +7, Perception +15, Sense Motive +11, Sleight of Hand +8 (+13 to conceal weapons), Stealth +17, Survival +6, Swim +9
Languages Common, Undercommon, Varisian
SQ change shape (human, hybrid, and dire rat; polymorph), combat style (two-handed weapon[APG]), lycanthropic empathy (+4 with rats and dire rats), slayer talents (combat trick, foil scrutiny[ACG], opportunist, ranger combat style[ACG], trapfinding[ACG]), stalker, swift tracker, track +5, trapfinding +5
Combat Gear oil of keen edge (3), oil of magic weapon, greater +3, potion of barkskin +3 (2), potion of cat's grace, potion of cure light wounds (5), potion of cure serious wounds (2), potion of darkvision (2), potion of fly, potion of invisibility (2), potion of lesser restoration (2), ring of swarming stabs<sup>ARG</sup>, silver drops (3), smoke bomb (4); Other Gear +1 mithral breastplate, +1 composite shortbow (+4 Str), +2 cold iron falchion, mwk dagger, amulet of natural armor +1, belt of physical perfection +2, boots of striding and springing, ring of protection +1, slayer's robe, backpack, bedroll, belt pouch, disguise kit, flint and steel, masterwork thieves' tools, mess kit<sup>UE</sup>, waterskin


Special Abilities


Change Shape (human, hybrid, and dire rat; polymorph) (Su) Change into three different forms: base humanoid, hybrid and animal forms.
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Curse of Lycanthropy (DC 15) (Su) Bitten humanoid enemy within 1 size category contracts lycanthropy (Fort neg).
Foil Scrutiny +2 on Will saves vs. mind-reading magics.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Greater Feint Feinted foe loses DEX until the beginning of your next turn, rather than on next attack.
Improved Feint You can make a Bluff check to feint in combat as a move action.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Lycanthropic Empathy (rats and dire rats) +4 (Ex) Improve the attitude of your type of animal, as if using Diplomacy.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Opportunist (1/round) (Ex) A foe who takes a melee hit from another provokes an AoO from you.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Sneak Attack +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Stalker (Ex) Studied target bonus applies to Disguise, Intimidate, and Stealth as well.
Studied Target +3 (swift action, 3 at a time) (Ex) Study foe as a Swift action, gain +3 to att/dam & some skills vs. them.
Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.
Track +5 Add the listed bonus to Survival checks made to track.
Trap Sense +3 (Ex) +3 bonus on reflex saves and AC against traps.
Trapfinding +5 Gain a bonus to find or disable traps, including magical ones.
Vital Strike Standard action: x2 weapon damage dice.

Kojiro on syntynyt Korvosan viemäreissä Lycantropian kirous veressään. Kojiron perheeseen kuului Isä Conri, äiti Tala, isosisko Due sekä pienemmät veljekset Lobo ja Zeeb. Heti kun lapset pystyivät varastamaan tai tekään milloin mitäkin hanttihommia kuului se heidän jokapäiväiseen arkeen jotta perheen arki saatiin pyörimään. Conri lähti omille teilleen helpomman elämän toivossa eikä hänestä sen kuummin ole kultu. Tämä temppu teki jo syntymästä asti kirotun perheen elämästä entistäkin vaikempaa mikä johti nuorempien veljesten radikalisoitumiseen.

Parantuminen tästä kirouksesta oli Duen ja Kojiron suurimmista unelmista minkä eteen he yhdessä tekivät aamusta iltaan töitä. Kojiro pyrki ainakun vaan löysi tekemään kunniallisia töitä mutta kertatoisensa jälkeet työt kariutuivat milloin mihinkin, joka taas ajoi hänet kertatoisensa jälkeen varastamaan ja tappamaan mistä raha tuntui irtovan helpommin. Due kaksikosta älykkäämpänä tutki kaupingin kirjastoja ja kuunteli viisaita joilta toivottiin vastaus kirouksen poistamiseksi löytyvän.

Muttakun kuningattaren ote Korvosasta alkoi kiristyä ja tietojen kerääminen muuttunut mahdottomaksi oli vaikeiden päätösten aika. Muuttaisiko koko perhe pois kaupungista vaiko vain osa heistä. Vanhaksi ja kankeaksi käynyt Tala ei enään halunnut lähteä raskaalle matkalle joten sovittiin että Due lähtisi Mangnimariin jatkamaan tutkimuksia ja Kojiro jäisi pitämään äitimuorista huolta. Aluksi kaikki sujuikin kohtalaisen hyvin, mutta lopulta nuo kirotut harmaat neidot ottivat kiinni Talan eikä kukaan tuntunut tietävän mihin hänet oli viety.

Hybrid Form
Human natural dire wererat slayer 11 (Pathfinder RPG Advanced Class Guide 53, Pathfinder RPG Bestiary 197)
CN Medium humanoid (human, shapechanger)
Init +4; Senses low-light vision, scent; Perception +16


Defense


AC 29, touch 19, flat-footed 21 (+7 armor, +1 deflection, +4 Dex, +4 dodge, +3 natural)
hp 118 (11d10+44)
Fort +13, Ref +14, Will +10 (+2 bonus vs. detect thoughts, discern lies, and similar mind-reading magic)
Defensive Abilities trap sense +3; DR 10/silver


Offense


Speed 40 ft.
Melee +2 cold iron falchion +15/+7/+2 (2d4+18/18-20) or
:mwk dagger +11/+6/+1 (1d4+11/19-20) or
:bite +5 (1d4+5 plus curse of lycanthropy and disease)
Ranged
+1 composite shortbow +16/+11/+6 (1d6+5/×3)
Special Attacks curse of lycanthropy (DC 15), filth fever, sneak attack +3d6, studied target +3 (3rd, swift action)


Statistics


Str 20, Dex 19, Con 17, Int 14, Wis 15, Cha 14
Base Atk +11; CMB +10; CMD 35
Feats Combat Expertise, Deceitful, Dodge, Furious Focus<sup>APG</sup>, Greater Feint, Improved Feint, Iron Will, Mobility, Power Attack, Vital Strike
Traits dirty fighter, rat squeeze
Skills Acrobatics +17 (+21 to jump), Bluff +22, Climb +11, Diplomacy +10, Disable Device +24, Disguise +13, Heal +6, Intimidate +7, Knowledge (dungeoneering) +12, Knowledge (local) +7, Perception +16, Sense Motive +12, Sleight of Hand +10 (+15 to conceal weapons), Stealth +19, Survival +7, Swim +10
Languages Common, Undercommon, Varisian
SQ change shape (human, hybrid, and dire rat; polymorph), combat style (two-handed weapon[APG]), lycanthropic empathy (+4 with rats and dire rats), slayer talents (combat trick, foil scrutiny[ACG], opportunist, ranger combat style[ACG], trapfinding[ACG]), stalker, swift tracker, track +5, trapfinding +5
Combat Gear oil of keen edge (3), oil of magic weapon, greater +3, potion of barkskin +3 (2), potion of cat's grace, potion of cure light wounds (5), potion of cure serious wounds (2), potion of darkvision (2), potion of fly, potion of invisibility (2), potion of lesser restoration (2), ring of swarming stabs<sup>ARG</sup>, silver drops (3), smoke bomb (4); Other Gear +1 mithral breastplate, +1 composite shortbow (+4 Str), +2 cold iron falchion, mwk dagger, amulet of natural armor +1, belt of physical perfection +2, boots of striding and springing, ring of protection +1, slayer's robe, backpack, bedroll, belt pouch, disguise kit, flint and steel, masterwork thieves' tools, mess kit<sup>UE</sup>, waterskin


Special Abilities


Change Shape (human, hybrid, and dire rat; polymorph) (Su) Change into three different forms: base humanoid, hybrid and animal forms.
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Curse of Lycanthropy (DC 15) (Su) Bitten humanoid enemy within 1 size category contracts lycanthropy (Fort neg).
Damage Reduction (10/silver) You have Damage Reduction against all except Silver attacks.
Disease (DC 13) Filth Fever: Bite—injury; save Fort DC 13; onset 1d3 days; frequency 1/day; effect 1d3 Dex and 1d3 Con; cure 2 consecutive saves. The save DC is Constitution-based.
Foil Scrutiny +2 on Will saves vs. mind-reading magics.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Greater Feint Feinted foe loses DEX until the beginning of your next turn, rather than on next attack.
Improved Feint You can make a Bluff check to feint in combat as a move action.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Lycanthropic Empathy (rats and dire rats) +4 (Ex) Improve the attitude of your type of animal, as if using Diplomacy.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Opportunist (1/round) (Ex) A foe who takes a melee hit from another provokes an AoO from you.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Sneak Attack +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Stalker (Ex) Studied target bonus applies to Disguise, Intimidate, and Stealth as well.
Studied Target +3 (swift action, 3 at a time) (Ex) Study foe as a Swift action, gain +3 to att/dam & some skills vs. them.
Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.
Track +5 Add the listed bonus to Survival checks made to track.
Trap Sense +3 (Ex) +3 bonus on reflex saves and AC against traps.
Trapfinding +5 Gain a bonus to find or disable traps, including magical ones.
Vital Strike Standard action: x2 weapon damage dice.

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