-Nate
Caravanserai
Inhabitants
Most
of the beings who run the Caravanserai are novice monks who use the
stat block found on page 174 of Bestiary
4. Two of there leaders,
however—Immaculate Teng and Superior Master Woru—are more
powerful, as detailed below.
Immaculate
Teng, Kasatha Monk
CR
4
XP
1,200
Kasatha
monk 5
LN
medium humanoid (kasatha)
Init
+8; Senses Perception +3
DEFENSE
AC
19, touch 19, flat-footed 13 (+4 Dex, +2 Dodge, +3 Wis)
hp
10 (1d8+2)
Fort
+5, Ref +8, Will +7
Resist
Evasion, still mind, purity of body
OFFENSE
Spd
40 ft.
Melee
sai +8 (1d4+1) or
unarmed
strike +7 (1d6+1) or
flurry
of blows +7/+7 (1d6+1)
Special
Attacks flurry of blows, stunning fist (1/day, DC 13),
Scorpion Style
STATISTICS
Str
13, Dex 18, Con 12, Int 10, Wis 16,
Cha 8
Base
Atk +3; CMB +4; CMD 25
Feats
Combat Reflexes, Defensive Combat Training, Improved Initiative,
Improved Unarmed Strike, Scorpion Style, Stunning Fist, Weapon
Finesse
Skills
Acrobatics +12, Climb +9, Escape Artist +12, Survival +8
Languages
Kasatha, Common
SQ
desert runner, desert stride, jumper, multi-armed, stalker, fast
movement, maneuver training, ki pool (magic) 5, slow fall
20 feet, high jump
Combat
Gear Light clothing, two masterwork sais
While
Immaculate Teng is an apt pupil for Superior Master Woru, insofar
as the martial arts are concerned, she is more curious than he
would prefer. Indeed, she is fascinated by the stories that
visiting aethership crew members tell, and sometimes even dreams
of traveling far from this world in search of wonder and
adventure. So far, however, she has not been willing to act on
these desires, nor even to tell anyone of them.
|
Superior
Master Woru, Kasatha Monk
CR
6
XP
2400
Kasatha
male monk 7
LN
medium humanoid (kasatha)
Init
+8; Senses Perception +3
DEFENSE
AC
19, touch 19, flat-footed 13 (+4 Dex, +2 Dodge, +3 Wis)
hp
10 (1d8+2)
Fort
+6, Ref +9, Will +8
Resist
Evasion, still mind, purity of body, wholeness of body
OFFENSE
Spd
50 ft.
Melee
sai +10 (1d4+1) or
unarmed
strike +9 (1d6+1) or
flurry
of blows +9/+9/+4 (1d6+1)
Special
Attacks flurry of blows, stunning fist (1/day, DC 13),
Scorpion Style
STATISTICS
Str
13, Dex 18, Con 12, Int 10, Wis 16,
Cha 8
Base
Atk +5; CMB +6; CMD 27
Feats
Combat Reflexes, Defensive Combat Training, Gorgon's Fist,
Improved Initiative, Improved Unarmed Strike, Scorpion Style,
Stunning Fist, Weapon Finesse
Skills
Acrobatics +14, Climb +11, Escape Artist +14, Survival +10
Languages
Kasatha, Common
SQ
desert runner, desert stride, jumper, multi-armed, stalker, fast
movement, maneuver training, ki pool (magic) 5, slow fall
30 feet, high jump
Combat
Gear Light clothing, two masterwork sais
Superior
Master Woru is the epitome of calm and determination. Very few
circumstances can shake his composure, and he runs his
caravanserai with gentle but firm instructions for his trainees.
While he feels a debt to the elves because they supply the place
with water, he remains aloof from their political ambitions.
|
There are also outstanding characters among the visiting shobhad nomads, including the following individuals.
Shobhad
Sergeant
CR
7
XP
3200
Shobhad
fighter 4
N
large monstrous humanoid
Init
+6; Senses Perception +8; Darkvision 60 ft
DEFENSE
AC
19, touch 11, flat-footed 17 (+4 armor, +2 Dex, +4 natural, -1
size)
hp
85 (9d10+36)
Fort
+9, Ref +7, Will +5
Resist
cold 5; ferocity, bravery +1
OFFENSE
Spd
40 ft. (30 ft. in armor)
Melee
longsword +14/+9 (2d6+5), longsword +14/+9 (2d6+2)
Ranged
shobhad longrifle +11 (2d6/x4) or
2
javelins +10 (1d8+5)
Space
10 ft; Reach 10 ft.
STATISTICS
Str
20, Dex 14, Con 18, Int 10, Wis 11,
Cha 13
Base
Atk +9/+4; CMB +15; CMD 27
Feats
Combat Reflexes, Far Shot, Improved Initiative, Multiweapon
Fighting, Point Blank Shot, Precise Shot, Weapon Focus (shobhad
longrifle), Weapon Specialization (shobhad longrifle)
Skills
Handle Animal +8, Intimidate +9, Perception +8, Stealth +3,
Survival +12
Languages
Giant
SQ
Armor training 1
Combat
Gear Hide armor, 2 longswords, 2 javelins, shobhad longrifle
with 20 bullets
Each
of these sergeants commands a raiding party that consists of 3-19
typical shobhad, along with reptiloid beasts of burden.
|
Shobhad
Clan Leader
CR
10
XP
9,600
Shobhad
fighter 7
N
large monstrous humanoid
Init
+6; Senses Perception +8; Darkvision 60 ft
DEFENSE
AC
19, touch 11, flat-footed 17 (+4 armor, +2 Dex, +4 natural, -1
size)
hp
104 (11d10+44)
Fort
+6, Ref +7, Will +5
Resist
cold 5; ferocity, bravery +2
OFFENSE
Spd
40 ft. (30 ft. in armor)
Melee
longsword +17/+12/+7 (2d6+5), longsword +17/+12 (2d6+2)
Ranged
shobhad longrifle +14 (2d6/x4) or
2
javelins +12 (1d8+5)
Space
10 ft; Reach 10 ft.
STATISTICS
Str
20, Dex 14, Con 18, Int 10, Wis 11,
Cha 13
Base
Atk +11/+6/+1; CMB +17; CMD 29
Feats
Combat Reflexes, Critical Focus, Far Shot, Improved Critical,
Improved Initiative, Multiweapon Fighting, Point Blank Shot,
Precise Shot, Weapon Focus (shobhad longrifle), Weapon
Specialization (shobhad longrifle)
Skills
Handle Animal +11, Intimidate +9, Perception +8, Stealth +3,
Survival +15
Languages
Giant
SQ
Armor training 1, weapon training 1 (blades)
Combat
Gear Hide armor, 2 longswords, 2 javelins, shobhad longrifle
with 20 bullets
In
addition to leading their clans, these shobhad are skilled in
handling the reptiloids that they use for hauling equipment,
supplies and other goods. They are devastating with their paired
longswords, but even more fearsome as sharpshooters. The fact that
they control the black powder trade means that they are also
influential in politics and trade on their planet.
|
Shobhad Reptiloids: Use the stats for anklyosaurs from page
83 of the Bestiary.
Finally, presented here is a printable layout for a shobhad caravan
tent—much the same as other ones that visitors to the caravanserai
pitch in the structure's central marketplace, in which they sleep and
from which they peddle their various goods.
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