Pizazz
Incluso para lo que es normal entre los que no son goblins,
Pizazz tiene una voz hermosa. Es una voz de tenor innata, con un
tono claro, una estupenda respiración y una vocalización hábil
e innovadora. Por desgracia, la mayor parte de los goblins la
encuentran fastidiosa e irritante. Toda su vida ha visto cómo sus
compañeros de tribu se mantienen alejados de él, tapándose los
oídos con sus huesudos dedos. Grenek, el bárbaro, era la única
excepción..
Creyendo que su problema era una falta de entrenamiento,
Pizazz estuvo meses entrando furtivamente en un pequeño
asentamiento humano, ocultándose en los arbustos de una
mansión, desde donde escuchaba como el hijo del señor de la
región era adiestrado en todo tipo de materias, incluyendo la
música. Una tarde de hace un año, el joven pilló una pataleta
y rompió sus costosas ropas, arrojándolas luego por la ventana.
Pizzaz cogió las prendas y huyó.
Una vez en casa, Pizzaz las remendó, se presentó en la aldea
vistiendo sus nuevas ropas y comenzó a cantar de la forma que
había aprendido durante sus observaciones. Después de un par de confusos minutos observando a su compañero de tribu, el resto
de goblins se tapó los oídos y salió corriendo otra vez.
Furioso con su tribu y consigo mismo, Pizazz juró que iba a
interpretar algo que fuera irritante de verdad. Cuando el siguiente
mercader ambulante pasó por la región, le pidió el instrumento
más barato que tuviera. Le vendió una vieja flauta de émbolo.
Con una sonrisa en la cara, Pizazz practicó en soledad durante
unos días antes de volver a presentarse en el centro de la aldea y
comenzar a tocar. ¡A todo el mundo le encantó! Tanto les gustó
que le pidieron que volviera a tocar, lo que hizo de inmediato.
PIZAZZ
NB goblin varón bardo 1
Trasfondo artista
Percepción +2; visión en la oscuridad
Defensa PG 14 Puntos de conjuro 6 Puntos de Héroe 1 PR 3
CA 13; CAT 13
Fort +1; Ref +3; Vol +2
Ataque
Velocidad 25 pies (7,5 m)
Cuerpo a cuerpo espada ropera +4 (mortal d8, vigorosa, sutil),
Daño 1d6 P
A distancia ballesta de mano +4, Daño 1d6 P
Poderes de bardo
1º - composición persistente, contrarrestar interpretació
Conjuros ocultistas conocidos (NL 1º)
1º (2/día) - amansar, disfraz ilusorio, proyectil mágico
Trucos - inspirar valor, luces danzantes, prestidigitación, proyectil
telecinético, sonido fantasma
Estadísticas
Fue 10 (+0), Des 16 (+3), Con 10 (+0), Int 14 (+2), Sab 10 (+0),
Car 18 (+4)
Habilidades Acrobacias +4, Arcanos +3, Atletismo +1, Diplomacia
+5, Engaño +5, Interpretar +5, Naturaleza +1, Ocultismo +3, Saber
del entretenimiento +3, Sigilo +4
Dotes Barrigón de goblin, Canción de goblin
Idiomas común, dracónico, goblin
Otras aptitudes musa (virtuoso)
Equipo de combate ballesta de mano con 20 virotes, espada
ropera; Resto de equipo bolsa para el cinto, equipo de escalada,
flauta de émbolo, material de disfraz, mochila, odre, pedernal
y acero, raciones de viaje (5 días), ovillo de bramante (100 pies
[30 m]), ropa de calidad, saco de dormir, utensilios de cocina, vaina
de arma, velas (10), 54 pp, 9 pc
Siathorn
Aunque es joven, Siathorn se ha convertido en muy poco
tiempo en una persona importante en la tribu. Sus capacidades
están muy valoradas y es probable que pueda convertirse en la
siguiente jefa, aunque hay un problema: el compañero animal
que ha escogido, la caniche Mitzi.
Los Dedos Torcidos, como ocurre en la mayor parte de las
tribus goblins, ven a los perros con una mezcla de miedo y asco.
El hecho de que Siathorn adore a Mitzi lleva a muchos a pensar
que hay algo raro en la druida. La perra, por otro lado, parece
no darse cuenta de que los demás goblins la temen, y a menudo
los sorprende saltando sobre ellos para lamerles la cara.
Cuando regresó por primera vez del bosque con Mitzi
siguiéndola obedientemente, muchos de los Dedos Torcidos
señalaron que la compañera de Siathorn era una perra. La
respuesta de la druida fue (y continúa siendo hasta el día de
hoy): “No es una perra. ¡Es una loba!”. A pesar de que todas
las evidencias dicen lo contrario, Siathorn aún considera a Mitzi
una loba: una loba peluda, blanca y con un lazo en el pelo. Ella
no entiende porque nadie, a excepción de la exploradora Crimsi,
parece comprenderlo.
SIATHORN
NB goblin mujer druida 1
Trasfondo susurrador de animales
Percepción +4; visión en la oscuridad
Defensa PG 15 Puntos de conjuro 3 Puntos de Héroe 1 PR 2
CA 16; CAT 13
Fort +3; Ref +3; Vol +5
Ataque
Velocidad 25 pies (7,5 m)
Cuerpo a cuerpo cimitarra +3 (vigorosa, barrido), Daño 1d6+2 Cr
A distancia jabalina +3 (arrojadiza), Daño 1d6+2 P; relámpago
embotellado +1, Daño 1d6 más desprevenido y 1 daño eléctrico
de dispersión
Conjuros primordiales conocidos (NL 1º)
1º - colmillo mágico, sanar
Trucos - conocer la dirección, estabilizar, flamear, maraña
Estadísticas
Fue 14 (+2), Des 14 (+2), Con 12 (+1), Int 10 (+0), Sab 16 (+3),
Car 12 (+1)
Habilidades Atletismo +0, Naturaleza +4 (+5 a las pruebas para
tratar con un perro goblin o una montura lobo), Religión +4, Saber
Goblin
Buena
Humanoide
animal +1, Supervivencia +4
Dotes Compañero animal, Goblin inflamable, Jinete arrojado
Idiomas común, druídico, goblin
Otras aptitudes anatema, empatía salvaje
Equipo de combate cimitarras, jabalinas (3), pociones de curación
menor (2), relámpago embotellado; Resto de equipo acebo y
muérdago, armadura de pieles, bolsa para el cinto, equipo de
escalada, mochila, pedernal y acero, raciones de viaje (5 días), saco
de dormir, vaina de arma, 21 pp, 4 pc
MITZI
Percepción +4; olfato, visión en la penumbra
Defensa PG 14
CA 13; CAT 13
Fort +3; Ref +3; Vol +3
Ataque
Velocidad 40 pies (12 m)
Cuerpo a cuerpo mandíbulas +6, Daño 1d8+2 P
Estadísticas
Fue +2, Des +2, Con +2, Int -4, Sab +2, Car +0
Habilidades Acrobacias +3, Atletismo +3, Supervivencia +3
Otras aptitudes trabajar al unísono
AHOGADOR
CHOKER
Chokers are small, vaguely humanoid creatures that have
limbs that stretch like tentacles, ending in five wide, spiny
digits. Chokers lurk in dark places, often clinging to walls,
waiting to reach out with rubbery arms to grab their victims.
While they keep their distance, chokers are intrigued by
the trappings of society, and their lairs are often filled with
mundane items and valuables plucked from their victims.
Source: Pathfinder RPG Bestiary 45.
CHOKER CREATURE 2
Perception +7; darkvision
Languages Undercommon
Skills +2; Athletics +5 (+9 to Grapple), Stealth +7
Str +2, Dex +2, Con +1, Int –3, Wis +1, Cha –2
AC 17, TAC 16; Fort +5, Ref +7, Will +4
HP 22
Yank (manipulate)
Trigger An enemy targets the choker with an attack.
Effect The choker attempts to pull a creature it has Grabbed or
restrained into the path of the attack. The choker attempts
an Athletics check. If it succeeds against both the grabbed
or restrained creature’s Fortitude DC and the attacker’s
attack DC, the choker redirects the attack to the grabbed
or restrained creature. The attacker rolls to hit the grabbed
or restrained creature instead of the choker.
If the triggering attack is a melee attack, the choker must
pull the creature into a space adjacent to itself and within the
attacker’s reach. If the triggering attack is a ranged attack,
the choker must pull the creature into a space adjacent to
itself and in a line between it and the attacker. The choker
can’t use the triggering enemy to block the attack, even if it’s
grabbing or restraining that enemy.
Speed 20 feet, climb 15 feet
XULGATH / TROGLODITA
XULGATH (TROGLODYTE)
These savage reptilian humanoids have scaly skin like that
of cave lizards. Xulgaths gather in small bands in caverns
beneath the earth, where it is said they have vast cities.
Source: Pathfinder RPG Bestiary 267.
XULGATH WARRIOR CREATURE 1
Perception +3; darkvision
Languages Draconic
Skills +0; Athletics +4, Stealth +6
Str +2, Dex –1, Con +2, Int –1, Wis +0, Cha –2
Items club, 3 javelins
Stench (aura, olfactory) 30 feet. A creature entering the aura
must attempt a DC 13 Fortitude save. On a failure, the creature
is sick 1, and on a critical failure is also slowed 1 for 1 round.
While within the aura, the creature takes a –2 circumstance
penalty on saves to recover from the sick condition. A creature
that succeeds at its save is bolstered.
AC 15, TAC 13; Fort +6, Ref +1, Will +3
HP 20
Speed 25 feet
Melee club +7, Damage 1d6+2 bludgeoning
Melee jaws +7, Damage 1d6+2 piercing
Melee claw +7 (agile), Damage 1d4+2 slashing
Ranged javelin +5 (thrown), Damage 1d6+2 piercing
COCKATRICE
This small, strange beast resembles a horrific rooster with
leathery bat wings and a scaly tail. Cockatrices have the
ability to turn their victims to stone with their pecks.
Source: Pathfinder RPG Bestiary 48.
COCKATRICE CREATURE 3
Perception +8; darkvision
Languages —
Skills +1; Acrobatics +9
Str –1, Dex +3, Con +0, Int –4, Wis +1, Cha +1
Aberration
Small
Animal
Small
AC 18, TAC 16; Fort +5, Ref +8, Will +5
HP 42; Immunities calcification
Speed 20 feet, fly 40 feet
Melee beak +9, Damage 1d6–1 plus calcification
Calcification (primal, transmutation) A peck from a cockatrice
hardens the flesh of the creature hit. It must succeed at a
DC 17 Fortitude save or be slowed 1 (or slowed 2 on a critical
failure). Further pecks increase the slowed condition by 1.
Once a creature’s actions are reduced to 0 by calcification, that
creature becomes petrified.
Every 24 hours after it was petrified, the victim can attempt
a DC 17 Fortitude save to recover. On a success, it becomes
flesh again, but is slowed 1 for the next 24 hours. On a critical
success, the creature recovers and isn’t slowed. On a failure,
the creature remains petrified, but can try again in 24 hours. On
a critical failure, the petrification is permanent and the creature
can’t attempt any more saves.
HOMUNCULO
HOMUNCULUS
Wizards and alchemists create homunculi to serve them as
assistants, spies, messengers, and scouts. A homunculus is
weak in battle, but is often one of the first constructs built
by an aspiring creator.
Source: Pathfinder RPG Bestiary 176.
HOMUNCULUS CREATURE 0
Perception +2; darkvision
Languages Common (can’t speak); master link
Skills –1; Acrobatics +5, Stealth +5
Str –1, Dex +2, Con +0, Int +0, Wis +1, Cha –2
Master Link (arcane, divination, mental) A homunculus can’t
speak, but it is telepathically linked to its creator. It can share
information back and forth, including its master’s knowledge
and everything the homunculus hears. The range of this link
is 1,500 feet.
The homunculus adopts the same alignment as its creator,
and is utterly faithful. If the homunculus is destroyed, the
master takes 2d10 mental damage. If the master is slain, the
homunculus becomes mindless, claims its current location as
its lair, and instinctively attacks anyone who comes near.
AC 14, TAC 13; Fort +0, Ref +3, Will +1
HP 6; Immunities asleep, bleed, disease, death effects, enervated,
enfeebled, healing, necromancy, nonlethal attacks, paralysis,
poison, stun
Speed 15 feet, fly 40 feet
Melee jaws +6, Damage 1d4–1 piercing plus homunculus poison
Homunculus Poison (poison) A homunculus can hold one dose of
poison in a reservoir in its head. The homunculus can generate
a new dose of poison to refill its reservoir using an Interact
action. Saving Throw Fortitude DC 13; Maximum Duration
6 rounds; Stage 1 1d6 poison and enfeebled 1 (1 round).
ESCRITORIO
ANIMATED BUREAU CREATURE 1
Perception +1; darkvision
Languages —
Skills +0
Str +1, Dex –3, Con +2, Int –5, Wis –5, Cha –5
AC 16 (13 when broken), TAC 11 (10 when broken); construct
armor; Fort +5, Ref +1, Will +1
HP 10; Hardness 5; Immunities asleep, bleed, disease, death
effects, enervated, enfeebled, healing, mental, necromancy,
nonlethal attacks, paralysis, poison, stun
Speed 20 feet
Melee drawer +7, Damage 2d4 +1 bludgeoning
Ranged drawer +5 (range increment 20 feet), Damage 2d4+1
bludgeoning
Drawers An animated bureau has six drawers. It can fire a drawer
as a ranged attack and can make melee attacks as long as it
has at least one drawer remaining. A creature can attempt to
pull a drawer free with a Grapple action, making that drawer
inanimate. An animated bureau’s drawers often contain
treasure or other items of interest.
p.4
- EAGLE-EYE ELIXIR ITEM 1
Price 2 gp
Method of Use held, 1 hand; Bulk L
Activation Operate Activation
For the next hour after drinking this elixir, you gain a +1 item
bonus to Perception checks. This item bonus increases to +2 for
Perception checks to find secret doors and traps.
- FEATHER TOKEN ITEM 1+
Method of Use held, 1 hand; Bulk —
Activation Operate Activation
Each feather token appears to be a simple feather
from some exotic bird. The feather’s shaft, dipped in gold, bears a
single arcane rune. Activating a feather token causes the feather
to transform into another object, which then can be used as
normal. Each feather can be activated only once, with most of
them permanently becoming the item in their description.
Type bird; Level 1; Price 2 gp
When used, this token transforms into a small sparrow that
waits on your finger for you to relay a message up to 1 minute in
duration, along with the name and rough location of a recipient.
The recipient must be someone you have met, and the location
must be somewhere you have visited. After receiving the
message, the bird flies off to deliver it, traveling at 30 miles
per hour and then searching for the target in the location you
provided. If the bird finds the target, it moves adjacent to them,
your words emanate from the bird, then the bird flies off and
vanishes. The bird also vanishes if it fails to find your target after
10 hours of searching the location you specified.
p. 6
SLEEP ARROW ITEM 2
Price 5 gp
Ammunition arrow
Activation Operate Activation
An activated sleep arrow deals no damage, but a
living creature hit by it is subject to the effects of
a sleep spell (DC 16).
Craft Requirements Supply a casting of sleep.
Sleep
Spell 1
Traits Enchantment, Mental
CASTING
Actions Somatic Casting, Verbal Casting
Range 30 feet; Area 5-foot burst
DESCRIPTION
Each target in the area becomes drowsy and might fall asleep, depending on its Will save. A creature that falls asleep from this spell doesn’t fall prone or drop what it’s holding. This spell doesn’t prevent creatures from waking up due to a successful Perception check, making it of limited use mid-combat.
Success –1 conditional penalty to Perception checks for 1 round.
Critical Success Unaffected.
Failure It falls asleep. If it’s still asleep after 1 minute, it wakes up automatically.
Critical Failure It falls asleep. If it’s still asleep after 1 hour, it wakes up automatically.
Heightened (3rd) The targets fall into a deep slumber for 1 round on a failure and 1 minute on a critical failure. They fall prone and drop what they’re holding, and they can’t attempt Perception checks to wake up. After the listed amount of time, the creature is in normal sleep.
--
LEAPER’S ELIXIR ITEM 1
Price 2 gp
Method of Use held, 1 hand; Bulk L
Activation Operate Activation
For 1 minute after drinking this elixir, you can attempt High
Jumps and Long Jumps with a single Leap action, rather than as a
two-action activity requiring a Stride and a Leap.
p.8
HEALING POTION ITEM 1+
Method of Use held, 1 hand; Bulk L
Activation Operate Activation
When you drink a healing potion, you regain the
listed number of Hit Points.
Type minor; Level 1; Price 3 gp
The potion restores 1d8 Hit Points.
INVISIBILITY POTION ITEM 3
Price 8 gp
Method of Use held, 1 hand; Bulk L
Activation Operate Activation
Upon drinking this potion, you’re affected by a
2nd-level invisibility spell.
OWLBEAR CLAW ITEM 1
Price 3 gp
Method of Use affixed, weapon; Bulk —
Activation Focus Activation; Trigger You critically
succeed at an attack roll with the affixed weapon.
Requirements You are an expert with the affixed weapon.
This claw set in an iron clasp and chain isn’t always the claw
of an owlbear, but this trinket is associated with that strange
beast due to its original formula. When you activate the claw, the
triggering attack gains the weapon’s critical specialization effect.
If you already gain the critical specialization effect for the affixed
weapon, this trinket has no effect.
Consultas online de conjuros: https://pf2playtest.opengamingnetwork.com/spells/all-spells/
Mas consultas: https://pf2playtest.opengamingnetwork.com/