TEXT: NPC SOURCEBOOK
  NPC SOURCEBOOK
  Fortune
  Fortune
  Hunters
  Hunters
  Fortune
  Fortune
  Hunters
  Hunters
  FROG GOD GAMES ADVENTURES
  Cat
  Cat’s s 
  Cradle
  Cradle
  PATHFINDER 1E
  COMPATIBLE
  
  ISBN: 978-1-943067-96-1
  Author:
  Author: Jack Cull
  Developer:
  Developer: Matt Finch 
  Editor:
  Editor: Jeff Harkness
  Pathfinder Conversion:
  Pathfinder Conversion: Michael “Mars” Russell
  Art Direction:
  Art Direction: Casey Christofferson
  Layout and Graphic Design:
  Layout and Graphic Design: Charles A. Wright
  Cover Design:
  Cover Design: Suzy Moseby
  Cover Art:
  Cover Art: Colin Chan
  Interior Art:
  Interior Art: Brett Blakely, Thuan Pham, Sid Quade, Erica Willey
  Cartography:
  Cartography: Robert Altbauer
  Fantasy Grounds Conversion:
  Fantasy Grounds Conversion: Michael G. Potter
  Bill Webb, Matthew J. Finch, Zach Glazar, Charles A. Wright, 
  Edwin Nagy, Mike Badolato, John Barnhouse
  ©2020 Frog God Games. All rights 
  reserved. Reproduction without the written 
  permission of the publisher is expressly 
  forbidden. Frog God Games and the Frog 
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  God Games. All characters, names, places, 
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  are hereby identified as Frog God Games 
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  FROG GOD GAMES IS:
  FROG GOD GAMES IS:
  Frog God Games
  Adventures 
  Worth  
  Winning
  Fortune 
  Fortune 
  Hunters
  Hunters
  Fortune 
  Hunters
  Fortune 
  Hunters
  
  2|Fortune Hunters
  2|Fortune Hunters
  Introduction ......................................................................................................................3
  Ariver Kydam ...................................................................................................................3
  Aulrich Steelspade ........................................................................................................... 4
  Baron Scale .......................................................................................................................6
  Errol Sylannis...................................................................................................................8
  Floyd the Baker ...............................................................................................................10
  Garron Thorn ..................................................................................................................`12
  Helezia Arren ..................................................................................................................13
  Henric Hammerhill .......................................................................................................15
  Jall Kuckrich ...................................................................................................................17
  Kamara B’du .....................................................................................................................19
  Mattea Theasan ................................................................................................................21
  Mintra Kohler ................................................................................................................23
  Oja Korbis ...................................................................................................................... 25
  The Raven ........................................................................................................................ 27
  Ry’kyna of the Grey Wolves .........................................................................................29
  Sargash Uthak ................................................................................................................30
  Val Kaden ........................................................................................................................32
  Valdrin Hoff ...................................................................................................................34
  Zoë Toranno ....................................................................................................................35
  Appendix A: New NPCs ..............................................................................................37
  Appendix B: New Items ................................................................................................37
  Appendix C: New Race .................................................................................................37
  Legal Appendix ...............................................................................................................39
  Table of ConTenTs
  Table of ConTenTs
  
  Fortune Hunters
  Fortune Hunters|3
  |3
  The wonderful thing about non-player characters is that they give life to 
  a game. Interesting NPCs make a game feel unique and special, especially 
  when players get to interact with them (for better or worse). Not only that, but 
  they help the players feel like they are playing in a real world, and that their 
  actions matter to people. And over time, these characters will grow alongside 
  the players, making the stakes of the adventure greater. A map and adventures 
  are great, but the places need to be populated in order to make them feel alive.
  The NPCs presented in this book each are given three stats blocks: one for 
  levels 3, 6, and 10. While each character has a description, these different 
  stat blocks are also accompanied by informational text about the characters 
  at that point in their life (what was going on with them at Level 3. How are 
  they different now at Level 6? And even more so at Level 10). We did this to 
  allow Gamemasters to have NPCs that could grow and advance along with the 
  players. Perhaps an NPC is an early adversary for them, but they either get 
  away, are allowed to live, or the players simply never engage them in combat 
  to the death. The Gamemaster can now decide that enough time has gone by 
  and use the next stat block iteration up (3 to 6, or 6 to 10) to allow for a greater 
  challenge. And who knows, with what the NPCs go through behind the scenes, 
  perhaps they eventually become an ally. Or maybe an ally character becomes 
  an enemy! 
  We decided to do the characters this way so that you, the Gamemaster, have 
  the tools to create a living, breathing world your players can interact with as 
  it evolves through time. While it doesn’t have to be done for every character, 
  we wanted the NPCs here to help bring Cat’s Cradle to life, to make the 
  players connect with the people and places they come across. Gamemasters 
  are welcome to add onto the stories presented, omit what they don’t like, or tie 
  something in directly to their adventure or campaign to make everything feel 
  even more connected. Whether they be allies to fight alongside, antagonists 
  to stop, shopkeepers to interact with, or simply be quest-givers for the party, 
  each character is unique and contributes to the overall roleplaying experience.
  ariver Kydam 
  ariver Kydam 
  This tall, sallow-skinned young human knight holds himself rigidly in his 
  ill-fitting plate armor. His shoulder-length greasy black hair frames his gaunt, 
  hawk-nosed face as he glares as the “plebs” that occupy the street around 
  him. He rests his gauntleted hand on the hilt of his bastard sword, waiting 
  for an excuse to draw his blade and declare a duel against anyone who dares 
  challenges him.
  The third son of a local noble family, Ariver Kydam was born with a silver 
  spoon in his mouth, and he loves to pull his noble birth rank whenever he can, 
  typically demanding either first refusals or for preferential treatment. Flanking 
  him at all times are a few of his friends that he uses as backup when he hopes 
  to intimidate those that get in his way or have something he wants. His stuck-
  up arrogance is known the instant words come out of his mouth, usually in 
  the form of an insult or snide comment. In addition, Ariver can often be found 
  observing the scene of a crime being investigated by the local guards, although 
  it is never from the standpoint of having any sympathy for the victim(s). 
  Instead he enjoys seeing the aftermath of the risky and dangerous lifestyle that 
  criminals lead, and while he would never socialize with them openly, wishes 
  to have a connection with the criminal underworld. 
  ARIVER KYDAM 
  CR 2
  ARIVER KYDAM 
  CR 2
  XP 600
  Human fighter 3
  LE Medium humanoid (human)
  Init +2; Senses Perception –1
   
  AC 19, touch 11, flat-footed 18 (+8 armor, +1 Dex)
  hp 23 (3d10+6)
  Fort +4, Ref +2, Will +0 (+1 vs. fear)
   
  Speed 30 ft. (20 ft. in armor)
  Melee mwk bastard sword +7 (1d10 + 4/19-20)
  Ranged mwk composite longbow +5 (1d8 + 3/×3)
   
  Str 16, Dex 12, Con 13, Int 10, Wis 8, Cha 15
  Base Atk +3; CMB +6; CMD 17
  Feats Exotic Weapon Proficiency (bastard sword), Noble Scion of 
  War, Point-Blank Shot, Power Attack, Precise Shot
  Skills Acrobatics -5 (-9 to jump), Bluff +4, Diplomacy +4, 
  Knowledge (nobility) +8, Sense Motive +1
  Languages Common
  SQ armor training 1
  Other Gear half-plate, arrows (20), mwk bastard sword, mwk 
  composite longbow (+3 Str), 14 gp
  Humiliated from a previous encounter with a group of do-gooders, Ser 
  Kydam began looking for an extra edge in combat, more than simply his 
  childhood friends to support him in battle. Not only has he improved his overall 
  combat prowess, but Ariver has greased the palms of some local guardsmen to 
  “shake down” his adversaries prior to any physical engagement. In addition, 
  he has been able to use his increasing noble status to be the legitimate front for 
  the shady dealings of a smuggling-focused thieves guild that deals out of Old 
  Town and the Docks known as the “Wharf Rats”. Because of this, Ariver can 
  call upon a half dozen rogue thugs that shadow him throughout town to join 
  in any conflict he engages in. He does not ever join in any of the  smuggling 
  or thieving enterprises, but is always hungry to hear of the nitty gritty details 
  once the venture has been completed.
  ARIVER KYDAM 
  CR 5
  ARIVER KYDAM 
  CR 5
  XP 1,600
  Human fighter 5/noble scion 1
  LE Medium humanoid (human)
  Init +2; Senses Perception +8
   
  AC 20, touch 11, flat-footed 19 (+9 armor, +1 Dex)
  hp 49 (6 HD; 1d8+5d10+17)
  Fort +6, Ref +2, Will +1 (+1 vs. fear)
   
  Speed 30 ft. (20 ft. in armor)
  Melee +1 bastard sword +11 (1d10 + 8/19-20)
  Ranged mwk composite longbow +7 (1d8 + 3/×3)
  inTroduCTion
  inTroduCTion
  
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  4|Fortune Hunters
  Special Attacks weapon training (heavy blades +1)
   
  Str 16, Dex 12, Con 14, Int 10, Wis 8, Cha 15
  Base Atk +5; CMB +8; CMD 19
  Feats Exotic Weapon Proficiency (bastard sword), Noble Scion of 
  War, Point-Blank Shot, Power Attack, Precise Shot, Weapon 
  Focus (bastard sword), Weapon Specialization (bastard sword)
  Skills Acrobatics -3 (-7 to jump), Bluff +7, Diplomacy +7, 
  Intimidate +9, Knowledge (nobility) +11, Perception +8, Sense 
  Motive +4
  Languages Common
  SQ affluent, armor training 1
  Combat Gear +1 arrow, +1 human-bane arrow (4); Other Gear 
  mwk full plate, +1 bastard sword, arrows (20), mwk composite 
  longbow (+3 Str), 3 gp, 7 sp, 5 cp
  Ariver Kydam has become a noble of the court under Baron Scale within 
  Cat’s Cradle and the area around it, having a small keep in a province a few 
  miles from the city proper. He has amassed a great deal of wealth from his 
  criminal connections, and due to the fact that he had his two older brothers 
  assassinated, he was ensured to acquire his inherited position when his parents 
  died. Since his severe scarring and disfigurement from a previous fight with 
  troublesome “good” adversaries, Ariver has become a bitter, jealous, and 
  short-fused man, Lord Kydam primarily stays in his keep, but commands a 
  small military force that patrols his lands and enforces his iron-fisted rule. 
  His criminal connections have also expanded: not only have the Wharf Rats 
  smuggling organization grown in their enterprise in the city, but Ariver has 
  known ties with the Crimson Skull pirates, the Crystal Husk witch coven from 
  deep within the Forest of Cantricle, and even the Black Tongue assassins that 
  work out of the city of Voles to the North.
  ARIVER KYDAM 
  CR 9
  ARIVER KYDAM 
  CR 9
  XP 6,400
  Human fighter 5/noble scion 5
  LE Medium humanoid (human)
  Init +7; Senses Perception +12
   
  AC 22, touch 11, flat-footed 21 (+11 armor, +1 Dex)
  hp 75 (10 HD; 5d8+5d10+25)
  Fort +8, Ref +4, Will +3 (+1 vs. fear)
   
  Speed 30 ft. (20 ft. in armor)
  Melee +1 human-bane bastard sword +15/+10 (1d10 + 9/19-20 
  plus 2d6 + 2 vs. Human)
  Ranged +1 adaptive human-bane composite longbow +11/+6 (1d8 
  + 5/×3 plus 2d6 + 2 vs. Human)
  Special Attacks sneak attack +1d6, weapon training (heavy 
  blades +1)
   
  Str 16, Dex 12, Con 14, Int 10, Wis 8, Cha 16
  Base Atk +8; CMB +12; CMD 22
  Feats Cornugon Smash, Exotic Weapon Proficiency (bastard 
  sword), Hurtful, Improved Initiative, Leadership, Noble Scion 
  of War, Point-Blank Shot, Power Attack, Precise Shot, Weapon 
  Focus (bastard sword), Weapon Specialization (bastard sword)
  Skills Acrobatics -3 (-7 to jump), Bluff +16, Diplomacy +10, 
  Intimidate +16, Knowledge (nobility) +17, Perception +12, Sense 
  Motive +10, Languages Common
  SQ affluent, aristocratic erudition, armor training 1, dillettante 
  studies (dilettante scoundrel, dilettante warrior), prestigious 
  influence, regional expertise (cheliax)
  Combat Gear potion of cure moderate wounds (2); Other Gear 
  +2 full plate, +1 adaptive human-bane composite longbow, +1 
  human-bane bastard sword, 15 gp
  Special Abilities
  Special Abilities
  Cornugon Smash When you damage an opponent with a Power 
  Attack, you may make an immediate Intimidate check as a free 
  action to attempt to demoralize your opponent.
  Hurtful Make melee attack against creature you have just 
  demoralized as free action.
  Prestigious Influence (200 gp/week) (Ex) Use influence to receive 
  special treatment, favors, and services.
  aulriCh sTeelspade
  aulriCh sTeelspade
  The brow of the dark skinned dwarven proprietor cannot help but furrow as 
  he observes the crowd of individuals that occupy his establishment. The owner 
  of The Rebellious Boggart Tavern and Game Hall stands confidently with his 
  hands firmly on the second-floor railing as he stares over it onto the ground 
  floor below. Both his slicked back black hair and long braided bandholz beard 
  are groomed perfectly, matching his freshly laundered and pressed nobleman 
  attire, perfectly tailored to fit his wide muscular frame. The glint of a mithril 
  chain shirt can be spotted from his open shirt, and while a scimitar is strapped 
  to his belt, a warhammer leans nearby within arm’s reach.
  Aulrich Steelspade is a gruff, foul-mouthed dwarf who is originally from 
  the areas around the city of Voles to the North. He doesn’t speak to anyone 
  about the details of his youth, but it has been gathered over the years that 
  he was on the run and hunted. Through the random anecdotes he grumbles 
  off from time to time, many have theorized that it either included a mighty 
  debt, a catastrophic fire, or a great number of people killed (perhaps even all 
  three!). Whatever the case may be, Aulrich came to Cat’s Cradle to start a 
  new life for himself and found himself joining the late Baron in the Salt Wars. 
  When the fighting was over, and with the connections and wealth he acquired, 
  he decided to open a business in the budding town: The Rebellious Boggart 
  Tavern and Game Hall, and business is good. And while he employs a variety 
  of staff (from bartenders to wait staff, entertainers to croupiers, and even his 
  own alchemist team hidden away in the cellar) Aulrich is always looking for 
  trustworthy freelancers to check out the competition throughout town.
  AULRICH STEELSPADE 
  CR 2
  AULRICH STEELSPADE 
  CR 2
  XP 600
  Dwarf fighter 3
  LN Medium humanoid (dwarf)
  Init +2; Senses darkvision 60 ft.; Perception +1 (+3 to notice 
  unusual stonework)
   
  AC 17, touch 12, flat-footed 15 (+4 armor, +2 Dex, +1 shield)
  hp 26 (3d10+9)
  Fort +5, Ref +3, Will +2 (+1 vs. fear); +2 vs. poison, spells, and 
  spell-like abilities
  
  Fortune Hunters
  Fortune Hunters|5
  |5
  Defensive Abilities defensive training
   
  Speed 20 ft.
  Melee mwk scimitar +2 (1d6 + 2/18-20), warhammer +1 (1d8 + 
  1/×3) or
  mwk scimitar +6 (1d6 + 2/18-20) or
  warhammer +5 (1d8 + 2/×3)
  Special Attacks hatred
   
  Str 14, Dex 15, Con 15, Int 12, Wis 12, Cha 6
  Base Atk +3; CMB +5; CMD 17 (21 vs. bull rush, 21 vs. trip)
  Feats Combat Reflexes, Two-weapon Defense, Two-weapon 
  Fighting, Weapon Trick (two Weapons)
  Skills Acrobatics +2 (-2 to jump), Appraise +4 (+6 to assess 
  nonmagical metals or gemstones), Linguistics +2, Perception 
  +1 (+3 to notice unusual stonework), Profession (barkeep) 
  +7, Survival +6; Racial Modifiers +2 Appraise to assess 
  nonmagical metals or gemstones, +2 Perception to notice 
  unusual stonework
  Languages Common, Dwarven, Elven, Goblin
  SQ armor training 1
  Combat Gear potion of cure light wounds (4); Other Gear 
  mithral shirt, mwk scimitar, warhammer, 23 gp
  Special Abilities
  Special Abilities
  Arm Bind (Two-Weapon Defense, Two-Weapon Fighting) You can 
  attempt a combat maneuver check to disarm a foe even if the foe 
  has no weapons. This functions as the disarm combat maneuver. If 
  you succeed and the foe has no weapon, you ensnare an arm of your 
  choice, preventing your foe from using that limb until the end of 
  your next turn. A foe can take a standard action to free its arm.
  Off-Hand Opportunity (Combat Reflexes) You can make one 
  additional attack of opportunity each round with your off-hand 
  weapon.
  Weapon Juggle (Two-Weapon Fighting) You can draw a weapon 
  even while wielding two weapons. Doing so takes the same type 
  of action as drawing that weapon normally would. As part of 
  the action to draw the weapon, you must sheathe one of the two 
  weapons you were wielding.
  Aulrich finds himself in a bit of pickle these days. In his attempt at expanding 
  his ownership over various businesses throughout the city of Cat’s Cradle, 
  he has inadvertently upset a rival businessperson in town who has strong 
  political ties to nobles in Baron Scale’s circles, an elven entrepreneur by the 
  name of Willowren Skystar. While there hasn’t been any open conflict between 
  Willowren and Aulrich, each has been sending agents to spy on and disrupt each 
  other’s interests in Cat’s Cradle. He has reached out to some of the other tavern 
  and inn owners in Old Town and the Gold District (such as the Upper Crust 
  Inn and Treesa’s Pub) in an attempt to gain support. As their establishments 
  are streets apart from one another, and not in any direct competition with one 
  another, Aulrich hopes to create an alliance that serves to be mutually beneficial 
  for all involved, while also undermining the enterprises of Ser Skystar.
  AULRICH STEELSPADE 
  CR 5
  AULRICH STEELSPADE 
  CR 5
  XP 1,600
  Dwarf fighter 6
  LN Medium humanoid (dwarf)
  Init +3; Senses darkvision 60 ft.; Perception +1 (+3 to notice 
  unusual stonework)
   
  AC 18, touch 13, flat-footed 15 (+4 armor, +3 Dex, +1 shield)
  hp 51 (6d10+18)
  Fort +7, Ref +5, Will +3 (+2 vs. fear); +2 vs. poison, spells, and 
  spell-like abilities
  Defensive Abilities defensive training
   
  Speed 20 ft.
  Melee mwk warhammer +8/+3 (1d8 + 3/×3), mwk scimitar +7(1d6 
  + 2/18-20) or
  mwk scimitar +9/+4 (1d6 + 2/18-20) or
  mwk warhammer +10/+5 (1d8 + 3/×3)
  Special Attacks hatred, weapon training (hammers +1)
   
  Str 14, Dex 16, Con 15, Int 12, Wis 12, Cha 6
  Base Atk +6; CMB +8; CMD 21 (25 vs. bull rush, 25 vs. trip)
  Feats Barroom Brawler, Combat Reflexes, Double Slice, Two-
  weapon Defense, Two-weapon Fighting, Vital Strike, Weapon 
  Trick (two Weapons)
  Skills Acrobatics +3 (-1 to jump), Appraise +6 (+8 to assess 
  nonmagical metals or gemstones), Linguistics +2, Perception 
  +1 (+3 to notice unusual stonework), Profession (barkeep) 
  +10, Survival +10; Racial Modifiers +2 Appraise to assess 
  nonmagical metals or gemstones, +2 Perception to notice 
  unusual stonework
  Languages Common, Dwarven, Elven, Goblin
  SQ armor training 1
  Combat Gear potion of cure light wounds (2), potion of cure 
  moderate wounds; Other Gear mithral shirt, mwk scimitar, 
  mwk warhammer, effortless lace, 23 gp
  Special Abilities
  Special Abilities
  Barroom Brawler (1/day) As a move action, gain a combat feat 
  that you meet the prereqs for for 1 min.
  Arm Bind (Two-Weapon Defense, Two-Weapon Fighting) You can 
  attempt a combat maneuver check to disarm a foe even if the foe 
  has no weapons. This functions as the disarm combat maneuver. 
  If you succeed and the foe has no weapon, you ensnare an arm of 
  your choice, preventing your foe from using that limb until the 
  end of your next turn. A foe can take a standard action to free its 
  arm.
  Off-Hand Opportunity (Combat Reflexes) You can make one 
  additional attack of opportunity each round with your off-hand 
  weapon.
  Weapon Juggle (Two-Weapon Fighting) You can draw a weapon 
  even while wielding two weapons. Doing so takes the same type 
  of action as drawing that weapon normally would. As part of 
  the action to draw the weapon, you must sheathe one of the two 
  weapons you were wielding.
  Having recently recovered from an assassination attempt on his life, Aulrich 
  is even more gruff and rough in nature but is invigorated with in a new level 
  determination and gusto for life more than ever. Unlike in years past, where the 
  tavern owner would keep a reasonable distance from the general crowds that 
  frequent his establishment, instead choosing to observe them from his private 
  interior second story balcony that overlooks the entirety of the main floor hall 
  of the tavern, he instead sits openly at a game table near the main bar. Aulrich 
  is usually accompanied by one of his lieutenants, and a scribe or courier to 
  take and deliver notes, as well as an entertainer of some description. While he 
  keeps his disdain for the current rulership in check to avoid any direct trouble 
  with Baron Scale’s men, Aulrich has begun secretly communicating with 
  interested parties in the rival city of Five-and-Copper to the East.
  AULRICH STEELSPADE 
  CR 9
  AULRICH STEELSPADE 
  CR 9
  XP 6,400
  Dwarf fighter 10
  LN Medium humanoid (dwarf)
  Init +3; Senses darkvision 60 ft.; Perception +1 (+3 to notice 
  unusual stonework)
   
  AC 21, touch 14, flat-footed 18 (+6 armor, +1 deflection, +3 Dex, +1 
  shield)
  hp 85 (10d10+30)
  Fort +10, Ref +7, Will +5 (+3 vs. fear); +2 vs. poison, spells, and 
  spell-like abilities
  Defensive Abilities defensive training
   
  Speed 20 ft.
  Melee +1 scimitar +12/+7 (1d6 + 4/18-20), +1 warhammer +14/+9 
  (1d8 + 7/×3) or
   +1 scimitar +14/+9 (1d6 + 4/18-20) or
   +1 warhammer +14/+9 (1d8 + 7/×3)
  Special Attacks hatred, weapon trainings (hammers +2, heavy 
  blades +1)
   
  Str 14, Dex 17, Con 15, Int 12, Wis 12, Cha 6
  Base Atk +10; CMB +12; CMD 26 (30 vs. bull rush, 30 vs. trip)
  Feats Advanced Weapon Training, Barroom Brawler, Combat 
  Reflexes, Double Slice, Improved Two-weapon Fighting, Two-
  
  6|Fortune Hunters
  6|Fortune Hunters
  weapon Defense, Two-weapon Fighting, Vital Strike, Weapon 
  Focus (warhammer), Weapon Specialization (warhammer), 
  Weapon Trick (two Weapons)
  Skills Acrobatics +3 (-1 to jump), Appraise +10 (+12 to assess 
  nonmagical metals or gemstones), Linguistics +2, Perception 
  +1 (+3 to notice unusual stonework), Profession (barkeep) 
  +14, Survival +14; Racial Modifiers +2 Appraise to assess 
  nonmagical metals or gemstones, +2 Perception to notice 
  unusual stonework
  Languages Common, Dwarven, Elven, Goblin
  SQ armor training 2
  Other Gear +2 mithral shirt, +1 scimitar, +1 warhammer, cloak 
  of resistance +1, ring of protection +1, 23 gp
  Special Abilities
  Special Abilities
  Barroom Brawler (1/day) As a move action, gain a combat feat 
  that you meet the prereqs for for 1 min.
  Arm Bind (Two-Weapon Defense, Two-Weapon Fighting) You 
  can attempt a combat maneuver check to disarm a foe even if 
  the foe has no weapons. This functions as the disarm combat 
  maneuver. If you succeed and the foe has no weapon, you 
  ensnare an arm of your choice, preventing your foe from using 
  that limb until the end of your next turn. A foe can take a 
  standard action to free its arm.
  Off-Hand Opportunity (Combat Reflexes) You can make one 
  additional attack of opportunity each round with your off-hand 
  weapon.
  Weapon Juggle (Two-Weapon Fighting) You can draw a weapon 
  even while wielding two weapons. Doing so takes the same type 
  of action as drawing that weapon normally would. As part of 
  the action to draw the weapon, you must sheathe one of the two 
  weapons you were wielding.
  baron sCale
  baron sCale
  A young and inexperienced baron, Scale is only nineteen years old. 
  He is an even-tempered and serious young man, yet friendly to everyone 
  regardless of status. While it is clear that most of the running of Cat’s 
  Cradle is being handled by Scale’s mother and advisers, it is also clear 
  that Scale takes an interest in every subject and takes seriously his duties 
  and responsibilities. He listens to all sides of a matter before approving his 
  advisers’ recommendations, seeking to truly understand all sides of an issue 
  before he signs off on their decisions. 
  Because he is working hard to finish his education while participating fully 
  in his baronial duties, Scale is always busy. His advisers book those social 
  events they think will benefit his long term position as baron, and Scale makes 
  little other room in his schedule for relaxation or entertainment. Those seeking 
  an audience must either convince his advisers that a meeting is worthwhile, 
  wait through the long lines to address him publicly during his twice-a-week 
  all-comers audience hall, get invited to the sorts of parties he must attend 
  for networking purposes, or catch him during a rare quiet moment, such as 
  between his various daily lessons. This last is perhaps the most difficult, as his 
  guards rarely let strangers close.
  BARON SCALE 
  CR 2
  BARON SCALE 
  CR 2
  XP 600
  Human fighter (aldori defender, steelbound fighter) 3
  LG Medium humanoid (human)
  Init +2; Senses Perception +0
   
  AC 20, touch 11, flat-footed 19 (+8 armor, +1 dodge, +1 shield)
  hp 17 (3d10)
  Fort +3, Ref +3, Will +1 (+1 vs. fear)
  Defensive Abilities defensive parry +1
   
  Speed 30 ft. (20 ft. in armor)
  Melee mwk aldori dueling sword +7 (1d8 + 2/19-20)
   
  Str 12, Dex 15, Con 10, Int 13, Wis 10, Cha 14
  Base Atk +3; CMB +4; CMD 17
  Feats Dodge, Exotic Weapon Proficiency (aldori dueling sword), 
  Slashing Grace, Weapon Finesse, Weapon Focus (aldori dueling 
  sword)
  Skills Acrobatics -1 (-5 to jump), Diplomacy +5, Knowledge (local) 
  +4, Knowledge (nobility) +4, Sense Motive +3
  Languages Common, Dwarven
  SQ steelbound weapon
  Combat Gear potion of cure light wounds (2), potion of cure 
  moderate wounds; Other Gear mwk half-plate, mwk buckler, 
  mwk aldori dueling sword, 25 gp
  Special Abilities
  Special Abilities
  Defensive Parry +1 (Ex) Gain dodge bonus to AC against melee 
  attacks after making a full attack with Aldori dueling sword.
  Steelbound Weapon (Aldori dueling sword) (Ex) When not carrying 
  chosen weapon, take -2 Wis and lose all fighter abilities.
  At the age of 27, Baron Scale is handsome, charming, and masterful, 
  easily able to take command of any situation. He is even-tempered and 
  highly energetic, but he keeps himself very busy, making little time for 
  relaxation or entertainment. That said, Scale does make time for networking 
  events with the city’s wealthy and higher-class. In charm and bearing he can 
  seem so perfect at times that it is difficult to believe he is real, or that he is 
  merely a baron. 
  Underneath this perfect veneer, however, Scale shows signs of a cunning 
  intellect, and a shrewd skill for manipulation. Indeed, as courteous and 
  charming as he is, the man is also often difficult to read or predict. What is 
  certain is that Cat’s Cradle is prospering under his rule, and his common people 
  like and respect him. The aristocracy and well-to-do seem to find Scale less 
  flawless—far too concerned for their tastes with the plight of the commoner—
  but so charming and clever they can’t quite seem to dislike him either. 
  Scale is known to possess a serviceable skill with his ancestors’ renowned 
  enchanted blade, and to deal honestly with those who deal honestly with him. 
  Due to his strict instructions to his advisers, it is easiest to gain an audience 
  with him by using the right key phrases in requesting an appointment. Scale’s 
  secretaries will make appointments for well-spoken, respectfully-garbed 
  visitors (regardless of social class) if they can make a good case for their visit 
  to the baron being beneficial to all the people of his holdings. Scale is said to 
  have no interest in his own personal gain, though—as he is quite a wealthy 
  man—this may be an exaggeration.
  
  Fortune Hunters
  Fortune Hunters|7
  |7
  BARON SCALE 
  CR 5
  BARON SCALE 
  CR 5
  XP 1,600
  Human fighter (aldori defender, steelbound fighter) 6
  LG Medium humanoid (human)
  Init +3; Senses Perception +2
   
  AC 20, touch 11, flat-footed 19 (+8 armor, +1 dodge, +1 shield)
  hp 33 (6d10)
  Fort +5, Ref +5, Will +2 (+2 vs. fear)
  Defensive Abilities defensive parry +1
   
  Speed 30 ft. (20 ft. in armor)
  Melee +1 dueling sword +12/+7 (1d8 + 5/19-20)
  Special Attacks disarming strike
   
  Str 12, Dex 16, Con 10, Int 13, Wis 10, Cha 14
  Base Atk +6; CMB +7; CMD 21
  Feats Aldori Style, Aldori Style Aegis, Combat Reflexes, Dodge, 
  Exotic Weapon Proficiency (aldori dueling sword), Slashing 
  Grace, Weapon Finesse, Weapon Focus (aldori dueling sword)
  Skills Acrobatics +0 (-4 to jump), Diplomacy +8, Intimidate +8, 
  Knowledge (local) +7, Knowledge (nobility) +7, Perception +2, 
  Sense Motive +8
  Languages Common, Dwarven
  SQ steelbound awakening, steelbound weapon
  Combat Gear potion of cure light wounds (2), potion of cure 
  moderate wounds; Other Gear +1 aldori dueling sword, mwk 
  half-plate, mwk buckler, 25 gp
  Special Abilities
  Special Abilities
  Aldori Style Gain a +2 bonus on damage when fighting defensively 
  or using Combat Expertise.
  Aldori Style Aegis While using Aldori Style, at the beginning of 
  your turn, you can designate a focused target as a swift action. 
  This designation lasts until the beginning of your next turn, and 
  you take a –2 penalty to your AC against all other creatures’ 
  attacks for that duration. As an immediate action while using 
  Combat Expertise or fighting defensively, you can attempt 
  to parry the focused target’s attack. This functions as the 
  swashbuckler’s opportune parry and riposte deed, except that it 
  does not cost panache and you cannot riposte.
  Defensive Parry +1 (Ex) Gain dodge bonus to AC against melee 
  attacks after making a full attack with Aldori dueling sword.
  Disarming Strike (Ex) Deal damage to foe when you disarm them 
  with dueling sword.
  Steelbound Awakening (Su) The steelbound weapon grants its 
  wielder Alertness as a bonus feat as long as the weapon is 
  wielded. A steelbound fighter gains a +1 bonus on attack rolls 
  and damage rolls with his steelbound weapon. This bonus 
  increases to +2 at 9th level, +3 at 13th level, +4 at 17th level, 
  and +5 at 20th level.
  A steelbound weapon gains Intelligence, Wisdom, and Charisma 
  scores of 10 when it awakens, and has the same alignment as 
  its wielder. It communicates via empathy and has senses that 
  extend 30 feet. It has 5 ranks in Perception.
  Steelbound Weapon (Aldori dueling sword) (Ex) When not carrying 
  chosen weapon, take -2 Wis and lose all fighter abilities.
  At 36, Baron Scale is a doting husband and father of two small children. 
  His wife, Liera, is the youngest daughter of a distant count, and she and her 
  husband make a highly effective and like-minded pair, working together 
  toward their common goals of peace and prosperity for Cat’s Cradle. Starting 
  a family seems to have softened Baron Scale, such that he has become easier 
  to read and more honest about his goals. 
  This has had the effect of making the man more popular than ever with 
  his people, but his moves have also become easier to predict, and his support 
  among the wealthy and upper classes is slipping. It seems clear to these 
  sections of society that Baron Scale cares more for the poor than the rich, and 
  has no interest in larger-scale power games. 
  The baron and his wife, however, remain charming and courteous at 
  those upper-scale events they feel compelled to attend, and the baron is still 
  a cunning long-term strategist and natural leader, able to manipulate even 
  those who dislike him, to make the deals Cat’s Cradle needs for its long term 
  prosperity. He dislikes flattery and is well known for his swordplay.
  BARON SCALE 
  CR 9
  BARON SCALE 
  CR 9
  XP 6,400
  Human fighter (aldori defender, steelbound fighter) 10
  LG Medium humanoid (human)
  Init +5; Senses Perception +14
   
  AC 24, touch 12, flat-footed 22 (+10 armor, +1 Dex, +1 dodge, +2 shield)
  hp 59 (10d10+4)
  Fort +8, Ref +7, Will +4 (+3 vs. fear)
  Defensive Abilities defensive parry +2, steel net
   
  Speed 30 ft. (20 ft. in armor)
  Melee +2 dueling sword +18/+13 (1d8 + 9/19-20)
  Special Attacks counterattack, disarming strike
   
  Str 12, Dex 16, Con 10, Int 14, Wis 10, Cha 14
  Base Atk +10; CMB +11; CMD 25
  Feats Aldori Dueling Mastery, Aldori Style, Aldori Style Aegis, 
  Aldori Style Conquest, Combat Expertise, Combat Reflexes, 
  Dodge, Exotic Weapon Proficiency (aldori dueling sword), Quick 
  Draw, Slashing Grace, Weapon Finesse, Weapon Focus (aldori 
  dueling sword)
  Skills Acrobatics +1 (-3 to jump), Diplomacy +12, Intimidate +8, 
  Knowledge (local) +12, Knowledge (nobility) +12, Perception 
  +14, Sense Motive +14
  Languages Common, Dwarven
  SQ steelbound awakening, steelbound weapon
  Combat Gear potion of cure light wounds (3), potion of cure 
  moderate wounds (2); Other Gear +1 aldori dueling sword, +1 
  full plate, cloak of resistance +1, 30 gp
  Special Abilities
  Special Abilities
  Aldori Dueling Mastery You gain a +2 bonus on initiative checks 
  as long as you start combat with an Aldori dueling sword in your 
  hand. As long as you wield only a single Aldori dueling sword in 
  one hand (not using a shield, an off-hand weapon, armor spikes, 
  unarmed strikes, or natural weapons), you gain a +2-shield 
  bonus to your AC.
  Aldori Style Gain a +2 bonus on damage when fighting defensively 
  or using Combat Expertise.
  Aldori Style Aegis While using Aldori Style, at the beginning of 
  your turn, you can designate a focused target as a swift action. 
  This designation lasts until the beginning of your next turn, and 
  you take a –2 penalty to your AC against all other creatures’ 
  attacks for that duration. As an immediate action while using 
  Combat Expertise or fighting defensively, you can attempt 
  to parry the focused target’s attack. This functions as the 
  swashbuckler’s opportune parry and riposte deed, except that it 
  does not cost panache and you cannot riposte.
  Aldori Style Conquest When you attempt to parry an attack using 
  Aldori Style Aegis, you do not take any penalties on the attack roll 
  incurred from using Combat Expertise or fighting defensively.
  Counterattack (Ex) Make AoO vs. foe within in reach that has hit 
  you with melee attack.
  Defensive Parry +2 (Ex) Gain dodge bonus to AC against melee 
  attacks after making a full attack with Aldori dueling sword.
  Disarming Strike (Ex) Deal damage to foe when you disarm them 
  with dueling sword.
  Steel Net (Ex) When fighting defensively or using Combat 
  Expertise, the penalties on attacks decrease by 2 and the dodge 
  bonus to AC by 2.
  Steelbound Awakening (Su) The steelbound weapon grants its 
  wielder Alertness as a bonus feat as long as the weapon is 
  wielded. A steelbound fighter gains a +1 bonus on attack rolls 
  and damage rolls with his steelbound weapon. This bonus 
  increases to +2 at 9th level, +3 at 13th level, +4 at 17th level, 
  and +5 at 20th level.
  A steelbound weapon has Intelligence, Wisdom, and Charisma 
  scores of 12, and has the same alignment as its wielder. It 
  communicates via empathy and speech and has senses that 
  extend 30 feet. It has 5 ranks in Perception and can cast haste 
  once per day.
  Steelbound Weapon (Aldori dueling sword) (Ex) When not carrying 
  chosen weapon, take -2 Wis and lose all fighter abilities.
  
  8|Fortune Hunters
  8|Fortune Hunters
  errol sylannis
  errol sylannis
  A tall, emaciated man with sallow skin pulls his tatter black robes closer 
  around himself as he moves away from the larger crowds. His bright blue eyes 
  are watery and red-ringed eyes, but dart around with acute attention, soaking 
  in his surroundings. He uses a 4-foot rod made of a single piece of bone to 
  prod at some of the wares of a market stall before scowling in the direction of 
  some passing guards, and hurries away.
  Errol’s life has been filled with tragedy for as long as he could remember. 
  When he was a youth, he and his family were forced to flee their home due 
  to foreign invaders. Those of them that were not butchered were forced into 
  squalor, living in filthy conditions as place after place turned them away. 
  Unfortunately, the family members that survived these harsh times as refugees 
  and finally found a new home soon perished due to sickness. Errol always had 
  a knack for learning new skills and was able to tap into the arcane energies 
  of the universe, and had aspirations to one day go and join one of the arcane 
  colleges, but these back-to-back horrible events broke the mind of the young 
  lad. He leaned into this magical aptitude, stealing potions and scrolls in an 
  attempt to either turn back time or to return his fallen family to him… as one 
  could imagine, things did not go well for him. Years later, Errol finds himself 
  in Cat’s Cradle. The tales of the power of the salts drew him here, and he looks 
  to add them to his ongoing dark and dangerous experiments.
  ERROL SYLVANNIS 
  CR 2
  ERROL SYLVANNIS 
  CR 2
  XP 600
  Human undead master necromancer (undead) 3
  NE Medium humanoid (human)
  Init +2; Senses Perception +1
   
  AC 12, touch 12, flat-footed 10 (+2 Dex)
  hp 11 (3d6)
  Fort +2, Ref +4, Will +5
   
  Speed 30 ft.
  Melee mwk bone quarterstaff +1 (1d6 - 3) or
     mithral dagger +1 (1d4 - 1/19-20)
  Special Attacks command undead (DC 14, 6/day)
  Spell-Like Abilities (CL 3rd; concentration +4)
     3/day—touch of fatigue (DC 12)
  Necromancer (Undead Master) Spells Prepared (CL 3rd; 
  concentration +6)
     2nd—blindness/deafness (DC 16), command undead (DC 16), 
  false life
     1st—charm person (DC 14), grasping corpse, mage armor, ray of 
  enfeeblement (DC 15)
     0 (at will)—dancing lights, detect magic, ray of frost, read magic
     Opposition Schools Abjuration, Transmutation
   
  Str 8, Dex 14, Con 10, Int 17, Wis 12, Cha 13
  Base Atk +1; CMB +0; CMD 12
  Feats Command Undead, Improved Channel, Spell Focus 
  (necromancy), Undead Master, Varisian Tattoo
  Skills Diplomacy +1 (+2 on checks regarding undead creatures, 
  -1 on checks regarding living creatures), Knowledge (arcana) 
  +9 (+10 on checks regarding undead creatures, +7 on checks 
  regarding living creatures), Knowledge (dungeoneering) +7 (+8 
  on checks regarding undead creatures, +5 on checks regarding 
  living creatures), Knowledge (engineering) +7 (+8 on checks 
  regarding undead creatures, +5 on checks regarding living 
  creatures), Knowledge (geography) +7 (+8 on checks regarding 
  undead creatures, +5 on checks regarding living creatures), 
  Knowledge (history) +7 (+8 on checks regarding undead 
  creatures, +5 on checks regarding living creatures), Knowledge 
  (local) +9 (+10 on checks regarding undead creatures, +7 on 
  checks regarding living creatures), Knowledge (nature) +7 (+8 
  on checks regarding undead creatures, +5 on checks regarding 
  living creatures), Knowledge (nobility) +7 (+8 on checks 
  regarding undead creatures, +5 on checks regarding living 
  creatures), Knowledge (planes) +9 (+10 on checks regarding 
  undead creatures, +7 on checks regarding living creatures), 
  Knowledge (religion) +9 (+10 on checks regarding undead 
  creatures, +7 on checks regarding living creatures), Spellcraft +9
  Languages Common, Draconic, Dwarven, Elven
  SQ arcane bond (masterwork bone quarterstaff), bolster, 
  necropolitan, reanimator
  Combat Gear potion of cure light wounds (2); Other Gear 
  mithral dagger, mwk bone quarterstaff, cloak of resistance +1, 
  necromancer spellbook, 8 gp
  Special Abilities
  Special Abilities
  Bolster (+1, 1 round, 6/day) (Sp) As a standard action, touched 
  undead gains desecrate spell benefits for duration.
  Command Undead (6/day, DC 14) Standard action, 1 channel 
  energy, undead in 30 ft. obey your commands as per control 
  undead (Will neg).
  Reanimator An undead master adds the following spells to his 
  spellbook at the given wizard levels: 1st—repair undead; 3rd—
  lesser animate dead; 5th—animate dead; 7th—undead anatomy 
  I; 9th—create undead; 11th—undeath to death; 13th—create 
  greater undead; 15th—undead anatomy IV; 17th—cursed earth. 
  He can spontaneously cast any of these spells by sacrificing a 
  prepared spell of the same level or higher. The undead master 
  can cast lesser animate dead, animate dead, create undead, and 
  create greater undead as if they were 1 level lower than their 
  normal wizard spell level; this does not alter their level for the 
  purpose of item crafting and the like.
  Varisian Tattoo (Necromancy) Spells from chosen school gain +1 
  caster level.
  Skirting around the city limits, Errol had learned to patrol patterns of the 
  guards and soldiers that him the most amount of hassle and avoids them, 
  preferring to enter the city during shift changes, or when there are guards on 
  duty who would prefer a simple bribe to let him enter rather than waste their 
  time detaining him. Errol’s destinations are always the same: Alchemist’s 
  Row and the shop of Jall Krukrich the ratfolk, both for picking up supplies 
  and components of both the arcane, and the more unsavory nature. Traveling 
  with him are hooded, cloaked, and enchanted skeletons that act as bodyguards, 
  or as distractions should the occasion arise that Errol needs to make a quick 
  getaway! (use the skeleton from Pathfinder Roleplaying Game Bestiary, but 
  with the permanent image spell permanently cast up on them).
  
  Fortune Hunters
  Fortune Hunters|9
  |9
  ERROL SYLVANNIS 
  CR 5
  ERROL SYLVANNIS 
  CR 5
  XP 1,600
  Human undead master necromancer (undead) 6
  NE Medium humanoid (human)
  Init +2; Senses Perception +1
   
  AC 14, touch 13, flat-footed 12 (+1 deflection, +2 Dex, +1 natural)
  hp 21 (6d6)
  Fort +2, Ref +4, Will +6
   
  Speed 30 ft.
  Melee mwk bone quarterstaff +3 (1d6 - 3) or
     mithral dagger +3 (1d4 - 1/19-20)
  Special Attacks command undead (DC 16, 7/day)
  Spell-Like Abilities (CL 6th; concentration +7)
     3/day—touch of fatigue (DC 13)
  Necromancer (Undead Master) Spells Prepared (CL 6th; 
  concentration +10)
     3rd—aura of cannibalism (DC 19), dispel magic, vampiric touch
     2nd—blindness/deafness (DC 18), command undead (DC 18), 
  defending bone, false life, invisibility
     1st—charm person (DC 15), chill touch (DC 17), grasping corpse, 
  mage armor, ray of enfeeblement (DC 17)
     0 (at will)—dancing lights, detect magic, ray of frost, read magic
     Opposition Schools Abjuration, Transmutation
   
  Str 8, Dex 14, Con 10, Int 18, Wis 12, Cha 13
  Base Atk +3; CMB +2; CMD 15
  Feats Command Undead, Greater Spell Focus (necromancy), 
  Improved Channel, Spell Focus (necromancy), Undead Master, 
  Varisian Tattoo
  Skills Diplomacy +1 (+4 on checks regarding undead creatures, 
  -1 on checks regarding living creatures), Knowledge (arcana) 
  +13 (+16 on checks regarding undead creatures, +11 on checks 
  regarding living creatures), Knowledge (dungeoneering) +8 (+11 
  on checks regarding undead creatures, +6 on checks regarding 
  living creatures), Knowledge (engineering) +8 (+11 on checks 
  regarding undead creatures, +6 on checks regarding living 
  creatures), Knowledge (geography) +8 (+11 on checks regarding 
  undead creatures, +6 on checks regarding living creatures), 
  Knowledge (history) +8 (+11 on checks regarding undead 
  creatures, +6 on checks regarding living creatures), Knowledge 
  (local) +13 (+16 on checks regarding undead creatures, +11 on 
  checks regarding living creatures), Knowledge (nature) +13 (+16 
  on checks regarding undead creatures, +11 on checks regarding 
  living creatures), Knowledge (nobility) +8 (+11 on checks 
  regarding undead creatures, +6 on checks regarding living 
  creatures), Knowledge (planes) +13 (+16 on checks regarding 
  undead creatures, +11 on checks regarding living creatures), 
  Knowledge (religion) +13 (+16 on checks regarding undead 
  creatures, +11 on checks regarding living creatures), Linguistics 
  +8, Spellcraft +13, Use Magic Device +7
  Languages Common, Draconic, Dwarven, Elven, Infernal
  SQ arcane bond (masterwork bone quarterstaff), bolster, 
  necropolitan, reanimator
  Combat Gear potion of cure light wounds (2); Other Gear 
  mithral dagger, mwk bone quarterstaff, amulet of natural armor 
  +1, ring of protection +1, necromancer spellbook, 8 gp
  Special Abilities
  Special Abilities
  Bolster (+2, 3 rounds, 7/day) (Sp) As a standard action, touched 
  undead gains desecrate spell benefits for duration.
  Command Undead (7/day, DC 16) Standard action, 1 channel 
  energy, undead in 30 ft. obey your commands as per control 
  undead (Will neg).
  Reanimator An undead master adds the following spells to his 
  spellbook at the given wizard levels: 1st—repair undead; 3rd—
  lesser animate dead; 5th—animate dead; 7th—undead anatomy 
  I; 9th—create undead; 11th—undeath to death; 13th—create 
  greater undead; 15th—undead anatomy IV; 17th—cursed earth. 
  He can spontaneously cast any of these spells by sacrificing a 
  prepared spell of the same level or higher. The undead master 
  can cast lesser animate dead, animate dead, create undead, and 
  create greater undead as if they were 1 level lower than their 
  normal wizard spell level; this does not alter their level for the 
  purpose of item crafting and the like.
  Varisian Tattoo (Necromancy) Spells from chosen school gain +1 
  caster level.
  Errol is now situated at the Graveyard of Mur, which resides outside 
  the city of Cat’s Cradle, on the way to the Salt Mines (albeit, a bit off the 
  beaten track). While he looks like a withered older man (evidence that his 
  necromantic practices have taken a toll on his general appearance), he is still 
  a vigorous young man in his late 20s, He handles all of the gravedigging and 
  groundskeeping work of the property by himself, preferring to work alone (He 
  finds that people either disapprove of his philosophies, are judgmental of his 
  work, or wish to do him harm. Even though he tends to keep them out of sight 
  as much as he is able, Errol is known to have at least a dozen undead with him 
  at all times. He continues his work for immortality and is constantly seeking 
  rare components, tomes, and spell books that can assist him in his quest. 
  ERROL SYLVANNIS 
  CR 9
  ERROL SYLVANNIS 
  CR 9
  XP 6,400
  Human undead master necromancer (undead) 10
  NE Medium humanoid (human)
  Init +2; Senses life sight (10 feet, 10 rounds/day); Perception +1
   
  AC 14, touch 13, flat-footed 12 (+1 deflection, +2 Dex, +1 natural)
  hp 35 (10d6)
  Fort +3, Ref +5, Will +8
   
  Speed 30 ft.
  Melee +1 bone quarterstaff +5 (1d6 - 2) or
     mithral dagger +5 (1d4 - 1/19-20)
  Special Attacks command undead (DC 19, 8/day)
  Spell-Like Abilities (CL 10th; concentration +12)
     3/day—touch of fatigue (DC 14)
  Necromancer (Undead Master) Spells Prepared (CL 10th; 
  concentration +15)
     5th—possession (DC 22), secret chest, suffocation (DC 22), 
  wracking ray (DC 22)
     4th—bestow curse (DC 21), boneshatter (DC 21), enervation (2), 
  scrying (DC 19)
     3rd—aura of cannibalism (DC 20), dispel magic, gentle repose 
  (DC 20), vampiric touch (2)
     2nd—blindness/deafness (2, DC 19), command undead (DC 19), 
  defending bone, false life, invisibility
     1st—charm person (DC 16), chill touch (DC 18), grasping corpse, 
  infernal healing, mage armor, ray of enfeeblement (DC 18), 
  unlock flesh (DC 18)
     0 (at will)—dancing lights, detect magic, ray of frost, read magic
     Opposition Schools Transmutation
   
  Str 8, Dex 14, Con 10, Int 20, Wis 12, Cha 14
  Base Atk +5; CMB +4; CMD 17
  Feats Command Undead, Ghost Whisperer, Greater Spell Focus 
  (necromancy), Improved Channel, Opposition Research, Spell 
  Focus (necromancy), Undead Master, Varisian Tattoo
  Skills Appraise +18, Bluff +2 (+4 vs. undead or when speaking 
  Necronomus), Diplomacy +2 (+7 on checks regarding undead 
  creatures, +0 on checks regarding living creatures, +4 vs. 
  undead or when speaking Necronomus), Intimidate +2 (+4 vs. 
  undead or when speaking Necronomus), Knowledge (arcana) 
  +18 (+23 on checks regarding undead creatures, +16 on checks 
  regarding living creatures), Knowledge (dungeoneering) +13 
  (+18 on checks regarding undead creatures, +11 on checks 
  regarding living creatures), Knowledge (engineering) +9 (+14 
  on checks regarding undead creatures, +7 on checks regarding 
  living creatures), Knowledge (geography) +9 (+14 on checks 
  regarding undead creatures, +7 on checks regarding living 
  creatures), Knowledge (history) +9 (+14 on checks regarding 
  undead creatures, +7 on checks regarding living creatures), 
  Knowledge (local) +18 (+23 on checks regarding undead 
  creatures, +16 on checks regarding living creatures), Knowledge 
  (nature) +18 (+23 on checks regarding undead creatures, +16 on 
  checks regarding living creatures), Knowledge (nobility) +9 (+14 
  on checks regarding undead creatures, +7 on checks regarding 
  living creatures), Knowledge (planes) +18 (+23 on checks 
  regarding undead creatures, +16 on checks regarding living 
  
  10|Fortune Hunters
  10|Fortune Hunters
  creatures), Knowledge (religion) +18 (+23 on checks regarding 
  undead creatures, +16 on checks regarding living creatures), 
  Linguistics +9, Sense Motive +1 (+3 vs. undead or when 
  speaking Necronomus), Spellcraft +18, Use Magic Device +12
  Languages Common, Draconic, Dwarven, Elven, Infernal, 
  Necronomus
  SQ arcane bond (+1 bone quarterstaff), bolster, necropolitan, 
  reanimator
  Combat Gear potion of cure light wounds, robe of bones, wand 
  of cure light wounds; Other Gear +1 bone quarterstaff, 
  mithral dagger, amulet of natural armor +1, headband of vast 
  intelligence +2, ring of protection +1, necromancer spellbook, 8 
  gp
  Special Abilities
  Special Abilities
  Bolster (+3, 5 rounds, 8/day) (Sp) As a standard action, touched 
  undead gains desecrate spell benefits for duration.
  Command Undead (8/day, DC 19) Standard action, 1 channel 
  energy, undead in 30 ft. obey your commands as per control 
  undead (Will neg).
  Life Sight (10 feet, 10 rounds/day) (Su) Gain special blindsight 
  which only sees living and undead.
  Necropolitan +5/-2 (Ex) +5 on Diplomacy and Knowledge checks 
  vs. undead and -2 on checks vs. living creatures.
  Reanimator An undead master adds the following spells to his 
  spellbook at the given wizard levels: 1st—repair undead; 3rd—
  lesser animate dead; 5th—animate dead; 7th—undead anatomy 
  I; 9th—create undead; 11th—undeath to death; 13th—create 
  greater undead; 15th—undead anatomy IV; 17th—cursed earth. 
  He can spontaneously cast any of these spells by sacrificing a 
  prepared spell of the same level or higher. The undead master 
  can cast lesser animate dead, animate dead, create undead, and 
  create greater undead as if they were 1 level lower than their 
  normal wizard spell level; this does not alter their level for the 
  purpose of item crafting and the like.
  Varisian Tattoo (Necromancy) Spells from chosen school gain +1 
  caster level.
  floyd The baKer
  floyd The baKer
  The proprietor of the ‘Happy Surprise Bakery’ in the Gold District of 
  Cat’s Cradle is a pleasant portly human man over average height with light 
  chestnut hair that is starting to go grey. He has no facial hair other than bushy, 
  prominent mutton chops down the sides of his face that reach his jawline. 
  Wearing a cook’s apron, this human man has a smile on his reddish, ruddy face 
  and a twinkle in his bright green eyes.
  Floyd Tarryfoot, or Floyd the Baker to everyone in town, is known for 
  his wonderful fresh bread, his “good spirit” pastries (said to have blessings 
  baked right into them!), and for his jovial laugh. While not officially an 
  alchemist or apothecary, he is a cleric and often has a handful of lesser 
  potions for sale in his shop, placed on his immaculate oak countertop in 
  there right next to the freshly baked cookies. When not inside tending to 
  customers or seeing to his ovens, Floyd sits out on the front stoop of the 
  shop chatting with some of the town locals, a passing guard, or travelers 
  looking for some supplies. He often can be found recounting outlandish 
  tales he has overheard being told by his customers (either to him, or 
  amongst themselves). While he denies being any source of information or 
  even one to further rumors, he always seems to have something ready to 
  tell as he gives a little nudge and wink.
  FLOYD TARRYFOOT 
  CR 2
  FLOYD TARRYFOOT 
  CR 2
  XP 600
  Human cleric of Loki 3
  CN Medium humanoid (human)
  Init +1; Senses Perception +3
   
  AC 18, touch 11, flat-footed 17 (+6 armor, +1 Dex, +1 shield)
  hp 17 (3d8+3)
  Fort +4, Ref +2, Will +6
   
  Speed 30 ft. (20 ft. in armor)
  Melee mwk morningstar +2 (1d8 - 1)
  Ranged mwk light crossbow +4 (1d8/19-20)
  Special Attacks channel negative energy 5/day (DC 13, 2d6)
  Domain Spell-Like Abilities (CL 3rd; concentration +6)
     6/day—bit of luck, copycat (3 rounds)
  Cleric Spells Prepared (CL 3rd; concentration +6)
     2nd—invisibility[D], lesser restoration, silence (DC 15)
     1st—bless, cure light wounds, disguise self [D], pick your poison
     0 (at will)—enhanced diplomacy, guidance, purify food and drink 
  (DC 13), resistance
     D Domain spell; Domains Luck, Trickery
   
  Str 8, Dex 13, Con 12, Int 10, Wis 17, Cha 14
  Base Atk +2; CMB +1; CMD 12
  Feats Brew Potion, Defiant Luck, Inexplicable Luck
  Skills Acrobatics -5 (-9 to jump), Bluff +8, Diplomacy +7, 
  Knowledge (religion) +5, Profession (baker) +10, Sense Motive 
  +9
  Languages Common
  Combat Gear oil of magic weapon, oil of shillelagh, potion of 
  cure light wounds (6), potion of enlarge person, potion of mage 
  armor, potion of pass without trace, potion of reduce person; 
  Other Gear mwk chainmail, mwk light steel shield, mwk light 
  crossbow, mwk morningstar, traveler’s any-tool
  Special Abilities
  Special Abilities
  Bit of Luck (6/day) (Sp) Target takes the higher of 2d20 for a d20 
  roll.
  Copycat (6/day) (Sp) Create a single mirror image duplicate
  Defiant Luck (1/day) Reroll a natural 1 on a save or force a reroll 
  of a critical hit confirmation roll.
  Inexplicable Luck (1/day) Gain +8 bonus to a single roll, or +4 
  after the roll is made.
  After a lengthy renovation period of his shop (which the player may or 
  may not have been roped into by their friendly neighborhood baker), the 
  Happy Surprise Baker has reopened and is better than ever! With glass 
  window displays showing off his fresh baked goods, racks of sugars, 
  spices, and potions, and tables both inside and out to have warm drinks, 
  the place is a welcoming haven. Unbeknownst to anyone, Floyd has set 
  
  Fortune Hunters
  Fortune Hunters|11
  |11
  up a shrine underneath the shop in devotion to his deity: Loki, the god of 
  mischief and trickery. A devout follower, Floyd has worked for years to 
  master the arts of deception, misinformation and practical jokes. While 
  he never intentionally performs these duties with malice or harm in his 
  heart, he gets no greater joy than leading someone astray or causing a 
  mishap. Maybe it was a swapped potion label, or serving decaf instead 
  of a caffeinated beverage, or maybe that rumor that illegal goods were 
  being shipped in through slip four at midnight was completely up-to-
  snuff. In any event, Floyd gets a good laugh, and at the end of the day, 
  no one gets hurt.
  FLOYD TARRYFOOT 
  CR 5
  FLOYD TARRYFOOT 
  CR 5
  XP 1,600
  Human cleric of Loki 6
  CN Medium humanoid (human)
  Init +1; Senses Perception +4
   
  AC 20, touch 11, flat-footed 19 (+7 armor, +1 Dex, +2 shield)
  hp 33 (6d8+6)
  Fort +6, Ref +3, Will +9
   
  Speed 30 ft. (20 ft. in armor)
  Melee mwk morningstar +4 (1d8 - 1)
  Ranged mwk light crossbow +6 (1d8/19-20)
  Special Attacks channel negative energy 5/day (DC 15, 3d6)
  Domain Spell-Like Abilities (CL 6th; concentration +10)
     7/day—bit of luck, copycat (6 rounds)
  Cleric Spells Prepared (CL 6th; concentration +10)
     3rd—beacon of luck, bestow insight, dispel magic, 
  nondetection[D]
     2nd—blessing of luck and resolve, enthrall (DC 16), 
  invisibility[D], lesser restoration, silence (DC 16)
     1st—bless, cure light wounds, disguise self[D], ears of the city, 
  pick your poison
     0 (at will)—enhanced diplomacy, guidance, purify food and drink 
  (DC 14), resistance
     D Domain spell; Domains Luck, Trickery
   
  Str 8, Dex 13, Con 12, Int 10, Wis 18, Cha 14
  Base Atk +4; CMB +3; CMD 14
  Feats Bestow Luck, Brew Potion, Defiant Luck, Inexplicable Luck
  Skills Acrobatics -5 (-9 to jump), Bluff +11, Diplomacy +11, 
  Disguise +8, Knowledge (religion) +5, Profession (baker) +15, 
  Sense Motive +10
  Languages Common
  SQ good fortune (1/day)
  Combat Gear oil of darkness, oil of daylight, oil of invisibility, 
  oil of magic stone, oil of magic weapon, oil of shillelagh, potion 
  of cure light wounds (6), potion of enlarge person, potion of hide 
  from animals, potion of hide from undead, potion of jump, potion 
  of lesser restoration, potion of mage armor, potion of pass without 
  trace, potion of reduce person, potion of sanctuary; Other 
  Gear +1 chainmail, +1 buckler, crossbow bolts (10), mwk light 
  crossbow, mwk morningstar, traveler’s any-tool, disguise kit, 
  wooden holy symbol of Loki
  Special Abilities
  Special Abilities
  Bit of Luck (7/day) (Sp) Target takes the higher of 2d20 for a d20 
  roll.
  Copycat (7/day) (Sp) Create a single mirror image duplicate
  Defiant Luck (2/day) Reroll a natural 1 on a save or force a reroll 
  of a critical hit confirmation roll.
  Good Fortune (1/day) (Ex) As an immediate action, reroll a die 
  before result is known. Must take 2nd roll.
  Inexplicable Luck (1/day) Gain +8 bonus to a single roll, or +4 
  after the roll is made.
  At the behest of his patreon deity, Floyd has expanded his misinformation 
  giving into a side job to his thriving bakery business. Never wanting the trail 
  to ever make his way back to him, Floyd has started forging bounty notices, 
  help wanted posters, lost item requests, and missing people reports that he 
  has posted all over town. Not only that, but one in four of his potions are 
  now diluted to either last only half the normal length, or only perform half 
  the desired effect. While he continues with the mindset that he doesn’t want 
  any serious harm to come to anyone, he always makes sure to sprinkle a 
  little bit of truth in all of his tricks. Floyd knows that he is starting to cross 
  a dangerous line when it comes to his mischief, but he can’t help but find it 
  all so terribly funny.
  FLOYD TARRYFOOT 
  CR 9
  FLOYD TARRYFOOT 
  CR 9
  XP 6,400
  Human cleric of Loki 10
  CN Medium humanoid (human)
  Init +2; Senses Perception +4
   
  AC 22, touch 13, flat-footed 20 (+7 armor, +1 deflection, +2 Dex, +2 
  shield)
  hp 55 (10d8+10)
  Fort +9, Ref +6, Will +12
   
  Speed 30 ft. (20 ft. in armor)
  Melee +1 morningstar +7/+2 (1d8)
  Ranged mwk light crossbow +10 (1d8/19-20)
  Special Attacks channel negative energy 5/day (DC 17, 5d6)
  Domain Spell-Like Abilities (CL 10th; concentration +14)
     At will—master’s illusion (10 rounds/day)
     7/day—bit of luck, copycat (10 rounds)
  Cleric Spells Prepared (CL 10th; concentration +14)
     5th—false vision[D], plane shift (DC 19), true seeing
     4th—bit of luck, confusion[D] (DC 18), freedom of movement, 
  sending, tongues
     3rd—beacon of luck, bestow insight, dispel magic, false alibi (DC 
  17), nondetection[D]
     2nd—blessing of luck and resolve, conditional favor, enthrall (DC 
  16), invisibility[D], lesser restoration, silence (DC 16)
     1st—bless, cure light wounds, disguise self[D], ears of the city, 
  obscuring mist, pick your poison
     0 (at will)—enhanced diplomacy, guidance, purify food and drink 
  (DC 14), resistance
     D Domain spell; Domains Luck, Trickery
   
  Str 8, Dex 14, Con 12, Int 10, Wis 18, Cha 14
  Base Atk +7; CMB +6; CMD 19
  Feats Bestow Luck, Brew Potion, Deceitful, Defiant Luck, 
  Inexplicable Luck, Intoxicating Flattery
  Skills Acrobatics -2 (-6 to jump), Bluff +19, Diplomacy +15, 
  Disguise +10, Knowledge (religion) +5, Profession (baker) +19, 
  Sense Motive +14
  Languages Common
  SQ good fortune (1/day)
  Combat Gear fortunate charm, oil of darkness, oil of daylight, 
  oil of invisibility, oil of magic stone, oil of magic weapon, 
  oil of shillelagh, potion of cure light wounds (6), potion of 
  enlarge person, potion of hide from animals, potion of hide 
  from undead, potion of jump, potion of lesser restoration, 
  potion of mage armor, potion of pass without trace, potion of 
  reduce person, potion of sanctuary; Other Gear +1 chainmail, 
  +1 buckler, +1 morningstar, crossbow bolts (10), mwk light 
  crossbow, cloak of resistance +1, ring of protection +1, traveler’s 
  any-tool, disguise kit, tattoo holy symbol of Loki, wooden holy 
  symbol of Loki
  Special Abilities
  Special Abilities
  Bit of Luck (7/day) (Sp) Target takes the higher of 2d20 for a d20 
  roll.
  Copycat (7/day) (Sp) Create a single mirror image duplicate
  Defiant Luck (2/day) Reroll a natural 1 on a save or force a reroll 
  of a critical hit confirmation roll.
  Good Fortune (1/day) (Ex) As an immediate action, reroll a die 
  before result is known. Must take 2nd roll.
  Inexplicable Luck (1/day) Gain +8 bonus to a single roll, or +4 
  after the roll is made.
  Intoxicating Flattery Flatter someone to weaken Wisdom-based 
  checks
  Master’s Illusion (10 rounds/day, DC 19) (Sp) Hide self and allies 
  in 30 ft, as with veil but enhanced DC.
  
  12|Fortune Hunters
  12|Fortune Hunters
  Garron Thorn
  Garron Thorn
  One of the Kennick Syndicate’s most trusted operatives in the Ovens 
  District, Garron Thorn is a halfling whose character is made of equal parts 
  ruthlessness and cunning. A rising star with the Syndicate, Thorn leads a crew 
  of 20 or so low-level soldiers who specialize in protection, extortion and petty 
  robbery. His self-applied nickname “The Boss of Bricktown” has begun to 
  catch on, earning him even more notoriety in the eyes of Old Man Kennick.
  Thorn is outwardly an unassuming halfling who dresses modestly and 
  seems relatively ordinary save for the well-used shortsword at his side. 
  Though his overall demeanor is calm and can be quite garrulous and even 
  friendly, Thorn is infamous for his fiery temper, which can explode into acts 
  of appalling violence — mercilessly beating victims, engaging in the torture 
  of those who have resisted his gang’s protection rackets, and even nailing the 
  limbs and heads of disloyal minions to the floor. Thorn’s cruelty has created a 
  cult of both fear and respect, as he allows only the most fanatical and loyal of 
  Kennick operatives to join his growing organization.
  GARRON THORN 
  CR 2
  GARRON THORN 
  CR 2
  XP 600
  Halfling unchained rogue 3
  NE Small humanoid (halfling)
  Init +3; Senses Perception +9
   
  AC 17, touch 14, flat-footed 14 (+3 armor, +3 Dex, +1 size)
  hp 23 (3d8+9)
  Fort +4, Ref +7, Will +3; +2 vs. fear
  Defensive Abilities danger sense +1, evasion
   
  Speed 20 ft.
  Melee mwk short sword +7 (1d4 + 3/19-20)
  Ranged mwk light crossbow +7 (1d6/19-20)
  Special Attacks sneak attack +2d6
   
  Str 10, Dex 17, Con 14, Int 10, Wis 13, Cha 10
  Base Atk +2; CMB +1; CMD 14
  Feats Black Market Dealings, Black Market Sleuth, Weapon 
  Finesse
  Skills Acrobatics +5 (+1 to jump), Bluff +6, Climb +2, Diplomacy 
  +6 (+10 to locate black markets), Disable Device +12, Knowledge 
  (local) +6, Perception +9, Sense Motive +7, Sleight of Hand +9, 
  Stealth +13; Racial Modifiers +2 Acrobatics, +2 Climb, +2 
  Perception
  Languages Common, Halfling
  SQ rogue talent (black market connections), trapfinding +1
  Combat Gear oil of magic weapon, potion of cure light wounds, 
  potion of invisibility, potion of jump, potion of reduce person, 
  potion of shield of faith +2; Other Gear mwk studded leather, 
  crossbow bolts (10), mwk light crossbow, mwk short sword, 
  concealable thieves’ tools, grappling bolt, masterwork backpack, 
  silk rope (50 ft.), 28 gp
  The Boss of Brickton has fully earned his moniker and now he controls 
  a small army of thugs and operatives as Old Man Kennick’s most trusted 
  subordinates. He dresses in grey and black, and habitually wears a broad-
  brimmed black hat pulled low over his eyes. He has grown smarter, crueler 
  and even more clever, but with his successes have come troubles as well. 
  Ensconced in a well-protected home in the heart of the Ovens, Garron Thorn 
  is intensely jealous of his power, and increasingly fearful of competition from 
  other aspiring gang leaders. He has also developed a deep fear of the water 
  — a liability in a lake city like Cat’s Cradle. He particularly fears the serpents 
  that lurk in the deep water, and a single monster he calls only “Winston” in 
  particular. Some of Thorn’s associates feel that he is losing his mind, and that 
  “Winston” is nothing but a figment of his imagination.
  GARRON THORN 
  CR 5
  GARRON THORN 
  CR 5
  XP 1,600
  Halfling unchained rogue 6
  NE Small humanoid (halfling)
  Init +3; Senses Perception +12
   
  AC 19, touch 15, flat-footed 15 (+4 armor, +3 Dex, +1 dodge, +1 
  size)
  hp 45 (6d8+18)
  Fort +5, Ref +9, Will +4; +2 vs. fear
  Defensive Abilities danger sense +2, evasion, uncanny dodge
   
  Speed 20 ft.
  Melee +1 short sword +9 (1d4 + 4/19-20)
  Ranged mwk light crossbow +9 (1d6/19-20)
  Special Attacks sneak attack +3d6
  Rogue (Unchained) Spell-Like Abilities (CL 6th; concentration 
  +6)
     At will—detect magic
     3/day—vanish
   
  Str 10, Dex 17, Con 14, Int 11, Wis 13, Cha 10
  Base Atk +4; CMB +3; CMD 17
  Feats Black Market Dealings, Black Market Sleuth, Dodge, 
  Weapon Finesse
  Skills Acrobatics +5 (+1 to jump), Bluff +9, Climb +2, Diplomacy 
  +9 (+13 to locate black markets), Disable Device +17, Knowledge 
  (local) +9, Perception +12, Sense Motive +10, Sleight of Hand 
  +12, Stealth +16; Racial Modifiers +2 Acrobatics, +2 Climb, +2 
  Perception
  Languages Common, Halfling
  SQ debilitating injury: bewildered, debilitating injury: disoriented, 
  debilitating injury: hampered, rogue talents (black market 
  connections, major magic, minor magic), trapfinding +3
  Combat Gear elixir of hiding, potion of cure moderate wounds; 
  Other Gear +1 studded leather, +1 short sword, crossbow bolts 
  (10), mwk light crossbow, concealable thieves’ tools, grappling 
  bolt, masterwork backpack, silk rope (50 ft.), 28 gp
  Special Abilities
  Special Abilities
  Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak 
  attack damage takes AC penalty (more vs. striker) for 1 round.
  Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak 
  attack damage takes attack penalty (more vs. striker) for 1 
  round.
  Debilitating Injury: Hampered (Ex) Foe who takes sneak attack 
  damage has speed halved (and can’t 5 ft step) for 1 round.
  
  Fortune Hunters
  Fortune Hunters|13
  |13
  At the height of his power, Thorn is the undisputed gang chief of the 
  Ovens, but his crippling paranoia and fear keeps him in his fortified residence, 
  from which he oversees Synidicate operations, issuing orders, disciplining 
  subordinates and meting out justice to turncoats or uncooperative shopkeepers. 
  He has avoided arrest by the Watch and by those members of the Constabulary 
  determined to bring him to justice, yet he grows increasingly fearful, still 
  afraid of the lake and the ever-present “Winston”, whom he claims watches 
  him through his windows at night.
  GARRON THORN 
  CR 9
  GARRON THORN 
  CR 9
  XP 6,400
  Halfling unchained rogue 10
  NE Small humanoid (halfling)
  Init +5; Senses Perception +16
   
  AC 23, touch 18, flat-footed 17 (+4 armor, +1 deflection, +5 Dex, +1 
  dodge, +1 natural, +1 size)
  hp 75 (10d8+30)
  Fort +6, Ref +13, Will +5 (+2 against attempts to scry on you or 
  read your mind); +2 vs. fear
  Defensive Abilities danger sense +3, evasion, improved uncanny 
  dodge
   
  Speed 20 ft.
  Melee +1 short sword +14/+9 (1d4 + 6/19-20)
  Ranged mwk light crossbow +14 (1d6/19-20)
  Special Attacks sneak attack +5d6
  Rogue (Unchained) Spell-Like Abilities (CL 10th; 
  concentration +10)
     At will—detect magic
     5/day—vanish
     1/day—knock
   
  Str 10, Dex 20, Con 14, Int 11, Wis 13, Cha 10
  Base Atk +7; CMB +6; CMD 23
  Feats Black Market Dealings, Black Market Sleuth, Bookish 
  Rogue, Careful Speaker, Dodge, Weapon Finesse
  Skills Acrobatics +7 (+3 to jump), Bluff +13 (+15 to fool someone, 
  +15 to pass secret messages), Climb +2, Diplomacy +13 (+17 to 
  locate black markets), Disable Device +25, Knowledge (local) 
  +13, Perception +16, Sense Motive +14, Sleight of Hand +18, 
  Stealth +22; Racial Modifiers +2 Acrobatics, +2 Climb, +2 
  Perception
  Languages Common, Halfling
  SQ debilitating injury: bewildered, debilitating injury: disoriented, 
  debilitating injury: hampered, rogue talents (black market 
  connections, dispelling attack, major magic, minor magic, occult 
  dungeoneer), trapfinding +5
  Combat Gear elixir of hiding, potion of cure light wounds, potion 
  of cure moderate wounds, potion of reduce person; Other Gear 
  +1 studded leather, +1 short sword, crossbow bolts (10), mwk 
  light crossbow, amulet of natural armor +1, belt of incredible 
  dexterity +2, ring of protection +1, concealable thieves’ tools, 
  grappling bolt, masterwork backpack, silk rope (50 ft.), 28 gp
  Special Abilities
  Special Abilities
  Debilitating Injury: Bewildered -2/-6 (Ex) Foe who takes sneak 
  attack damage takes AC penalty (more vs. striker) for 1 round.
  Debilitating Injury: Disoriented -2/-6 (Ex) Foe who takes sneak 
  attack damage takes attack penalty (more vs. striker) for 1 
  round.
  Debilitating Injury: Hampered (Ex) Foe who takes sneak attack 
  damage has speed halved (and can’t 5 ft step) for 1 round.
  Dispelling Attack (Su) Your sneak attacks attempt to dispel the 
  target’s active spells.
  helezia arren
  helezia arren
  An accomplished alchemist in her hometown, Helezia Arren ventured to 
  Cat’s Cradle in the hope of learning the trade of alchemy at the city college. 
  Despite her magical accomplishment, the college’s fees proved penurious, 
  forcing her into freelance work as a freelance spellcaster and occasional 
  adventurer, as well as serving as an assistant to her instructors in exchange for 
  discounted tuition. She has taken to her classes with enthusiasm, prompting her 
  instructors to describe her as a natural talent, and if encountered will always 
  be carrying 2d6 randomly determined potions or alchemical substances (see 
  Appendix B).
  Helezia is quietly obsessed with her science, to the extent that she doesn’t 
  pay much attention to her appearance or keeping her garments in order, and 
  presents herself as a somewhat wild-haired, intense-eyed woman clad in 
  modest garments more suited to a country villager than a skilled and aspiring 
  alchemist. Despite her eccentricities — or perhaps because of them — she 
  is popular with adventurers and other transient, knockabout types, who 
  appreciate her presence on explorations or dungeon delves, where she is far 
  more interested in collecting rare substances and potions than in gold and other 
  traditional treasures.
  HELEZIA ARREN 
  CR 2
  HELEZIA ARREN 
  CR 2
  XP 600
  Human alchemist 3
  NG Medium humanoid (human)
  Init +2; Senses Perception +7
   
  AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
  hp 20 (3d8+6)
  Fort +4, Ref +5, Will +2; +2 bonus vs. poison
   
  Speed 30 ft. (20 ft. in armor)
  Ranged bomb +5 (2d6 + 3 fire)
  Special Attacks bomb 6/day (2d6 + 3 fire, DC 14)
  Alchemist Extracts Prepared (CL 3rd; concentration +6)
     1st—adhesive spittle (DC 14), crafter’s fortune (DC 14), cure light 
  
  14|Fortune Hunters
  14|Fortune Hunters
  wounds, shield
   
  Str 10, Dex 14, Con 12, Int 17, Wis 13, Cha 8
  Base Atk +2; CMB +2; CMD 14
  Feats Brew Potion, Improvisational Healer, Instant Alchemy, 
  Sure-handed Alchemy, Throw Anything
  Skills Acrobatics -1 (-5 to jump), Craft (alchemy) +13 (+16 to 
  create alchemical items), Heal +7, Knowledge (arcana) +9, 
  Knowledge (nature) +9, Perception +7, Spellcraft +9, Survival 
  +7, Use Magic Device +5
  Languages Common, Draconic, Dwarven, Elven
  SQ alchemy (alchemy crafting +3), discovery (enhance potion), 
  mutagen (+4/-2, +2 natural armor, 30 minutes), poison use, swift 
  alchemy
  Combat Gear potion of cure light wounds, potion of endure 
  elements, potion of enlarge person, potion of hide from animals, 
  potion of hide from undead, potion of jump, potion of mage 
  armor, potion of magic fang, potion of pass without trace, potion 
  of protection from chaos, potion of protection from evil, potion of 
  reduce person, potion of remove fear, potion of sanctuary, potion 
  of shield of faith +2, acid, alchemist’s fire, alkali flask, bottled 
  lightning, holy water, shard gel, tangleburn bag, tanglefoot 
  bag, thunderstone; Other Gear mwk lamellar (leather) armor, 
  formula alembic, hybridization funnel, traveler’s any-tool, 
  alchemist starting formula book, alchemist’s lab, alchemy 
  crafting kit, masterwork backpack, 1 gp, 6 sp, 9 cp
  Special Abilities
  Special Abilities
  Enhance Potion (3/day) A number of times per day equal to his 
  Intelligence modifier, the alchemist can cause any potion he 
  drinks to function at a caster level equal to his class level.
  Improvisational Healer Treat without using healer kit charges (+2 
  if use charge). Can use heal ranks as CL for certain potions.
  In her third year at the college, Helezia continues to grow and evolve into 
  a skilled alchemist. She earns significant income from sales of her various 
  products, both through Academy Sales and on her own. Her popularity 
  as an adventuring companion has grown as well, and now she is finding 
  her schedule starting to get crowded as she divides her time between class 
  and dungeoneering. Her potions are more potent now, further adding to her 
  popularity.
  HELEZIA ARREN 
  CR 5
  HELEZIA ARREN 
  CR 5
  XP 1,600
  Human alchemist 6
  NG Medium humanoid (human)
  Init +2; Senses Perception +10
   
  AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
  hp 39 (6d8+12)
  Fort +6, Ref +7, Will +3; +4 bonus vs. poison
   
  Speed 30 ft.
  Melee dagger +4 (1d4/19-20)
  Ranged bomb +7 (3d6 + 4 fire)
  Special Attacks bomb 10/day (3d6 + 4 fire, DC 17)
  Alchemist Extracts Prepared (CL 6th; concentration +10)
     2nd—alchemical allocation (2), barkskin, cure moderate wounds
     1st—adhesive spittle (DC 15), crafter’s fortune (DC 15), cure light 
  wounds, firebelly (DC 15), shield
   
  Str 10, Dex 14, Con 12, Int 18, Wis 13, Cha 8
  Base Atk +4; CMB +4; CMD 16
  Feats Brew Potion, Improvisational Healer, Instant Alchemy, 
  Natural Poison Harvester, Sure-handed Alchemy, Throw 
  Anything
  Skills Appraise +13, Craft (alchemy) +17 (+23 to create alchemical 
  items, +19 when creating poison harvested from poisonous 
  monsters), Heal +12 (+13 circumstance to treat wounds or 
  deadly wounds), Knowledge (arcana) +13, Knowledge (nature) 
  +13, Perception +10, Spellcraft +13, Survival +10, Use Magic 
  Device +8
  Languages Common, Draconic, Dwarven, Elven
  SQ alchemy (alchemy crafting +6), discoveries (enhance potion, 
  infusion, spontaneous healing), mutagen (+4/-2, +2 natural 
  armor, 60 minutes), poison use, swift alchemy
  Combat Gear potion of cure light wounds, potion of endure 
  elements, potion of enlarge person, potion of hide from animals, 
  potion of hide from undead, potion of jump, potion of mage 
  armor, potion of magic fang, potion of pass without trace, potion 
  of protection from chaos, potion of protection from evil, potion of 
  reduce person, potion of remove fear, potion of sanctuary, potion 
  of shield of faith +2, acid, alchemist’s fire, alkali flask, bottled 
  lightning, healer’s kit, holy water, shard gel, tangleburn bag, 
  tanglefoot bag, thunderstone; Other Gear +1 lamellar (leather) 
  armor, dagger, formula alembic, handy haversack, hybridization 
  funnel, traveler’s any-tool, alchemist starting formula book, 
  alchemist’s lab, alchemy crafting kit, surgeon’s tools, 13 gp, 3 cp
  Special Abilities
  Special Abilities
  Enhance Potion (4/day) A number of times per day equal to his 
  Intelligence modifier, the alchemist can cause any potion he 
  drinks to function at a caster level equal to his class level.
  Improvisational Healer Treat without using healer kit charges (+2 
  if use charge). Can use heal ranks as CL for certain potions.
  Spontaneous Healing (15 HP/day) The alchemist gains the ability 
  to heal from wounds rapidly. As a free action once per round, he 
  can heal 5 hit points as if he had the fast healing ability. He can 
  heal 5 hit points per day in this manner for every 2 alchemist 
  levels he possesses.
  On the verge of graduation, Helezia has been the head of the Alchemical 
  Students’ Organization for a year now and contemplates taking employment as 
  a part-time instructor at the college. Though she still occasionally ventures out 
  of Cat’s Cradle with adventurers, she more frequently employs them herself, 
  sending them out to obtain rare and important ingredients.
  HELEZIA ARREN 
  CR 9
  HELEZIA ARREN 
  CR 9
  XP 6,400
  Human alchemist 10
  NG Medium humanoid (human)
  Init +2; Senses Perception +15
   
  AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
  hp 65 (10d8+20)
  Fort +8, Ref +9, Will +5
  Immune poison
   
  Speed 30 ft.
  Melee dagger +7/+2 (1d4/19-20)
  Ranged bomb +10 (5d6 + 4 fire)
  Special Attacks bomb 14/day (5d6 + 4 fire, DC 19)
  Alchemist Extracts Prepared (CL 10th; concentration +14)
     4th—cure critical wounds (2)
     3rd—cure serious wounds (2), remove curse, remove disease
     2nd—alchemical allocation (2), barkskin, cure moderate wounds, 
  mage armor
     1st—adhesive spittle (DC 15), crafter’s fortune (DC 15), cure light 
  wounds, firebelly (DC 15), polypurpose panacea, shield
   
  Str 10, Dex 14, Con 12, Int 18, Wis 14, Cha 8
  Base Atk +7; CMB +7; CMD 19
  Feats Alchemical Strike, Brew Potion, Concentrated Splash, 
  Improvisational Healer, Instant Alchemy, Natural Poison 
  Harvester, Sure-handed Alchemy, Throw Anything
  Skills Appraise +17, Craft (alchemy) +21 (+31 to create alchemical 
  items, +23 when creating poison harvested from poisonous 
  monsters), Heal +17 (+18 circumstance to treat wounds or 
  deadly wounds), Knowledge (arcana) +17, Knowledge (nature) 
  +17, Perception +15, Spellcraft +17, Survival +15, Use Magic 
  Device +12
  Languages Common, Draconic, Dwarven, Elven
  SQ alchemy (alchemy crafting +10), discoveries (enhance potion, 
  extend potion, infusion, spell knowledge, spontaneous healing), 
  mutagen (+4/-2, +2 natural armor, 100 minutes), poison use, 
  swift alchemy
  Combat Gear oil of bless weapon, oil of magic weapon, potion of 
  aid, potion of barkskin +2, potion of bear’s endurance, potion 
  
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  of blur, potion of bull’s strength, potion of cat’s grace, potion 
  of cure light wounds, potion of cure moderate wounds, potion 
  of cure serious wounds, potion of darkvision, potion of delay 
  poison, potion of displacement, potion of eagle’s splendor, potion 
  of endure elements, potion of enlarge person, potion of fly, potion 
  of fox’s cunning, potion of gaseous form, potion of good hope, 
  potion of haste, potion of heroism, potion of hide from animals, 
  potion of hide from undead, potion of invisibility, potion of 
  jump, potion of lesser restoration, potion of mage armor, potion 
  of magic fang, potion of neutralize poison, potion of owl’s 
  wisdom, potion of pass without trace, potion of protection from 
  chaos, potion of protection from evil, potion of reduce person, 
  potion of remove blindness/deafness, potion of remove fear, 
  potion of remove paralysis, potion of resist acid 10, potion of 
  resist cold 10, potion of resist electricity 10, potion of resist fire 
  10, potion of resist sonic 10, potion of sanctuary, potion of shield 
  of faith +2, potion of spider climb, potion of tongues, potion 
  of water breathing, potion of water walk, universal solvent, 
  acid, alchemical glue, alchemical glue accelerant, alchemical 
  solvent, alchemist’s fire, alkali flask, blanch bomb, adamantine, 
  blanch bomb, cold iron, blanch bomb, silver, bottled lightning, 
  healer’s kit, holy water, shard gel, smoke bomb, tangleburn 
  bag, tanglefoot bag, thunderstone, unstable accelerant, weapon 
  blanch (adamantine), weapon blanch (cold iron), weapon blanch 
  (ghost salt), weapon blanch (silver); Other Gear +1 lamellar 
  (leather) armor, dagger, formula alembic, handy haversack, 
  hybridization funnel, traveler’s any-tool, alchemist starting 
  formula book, alchemist’s lab, alchemy crafting kit, sunrod, 
  surgeon’s tools, 15 gp, 7 sp, 6 cp
  Special Abilities
  Special Abilities
  Alchemical Strike +2 As full attack you can throw 1 alchemical 
  item (no bombs) and increase DC by listed bonus.
  Concentrated Splash You may choose to forgo splash damage to 
  increase direct damage by 50%.
  Enhance Potion (4/day) A number of times per day equal to his 
  Intelligence modifier, the alchemist can cause any potion he 
  drinks to function at a caster level equal to his class level.
  Extend Potion (4/day) Cause any non-instantaneous potion to 
  have 2x duration.
  Improvisational Healer Treat without using healer kit charges (+2 
  if use charge). Can use heal ranks as CL for certain potions.
  Spontaneous Healing (25 HP/day) The alchemist gains the ability 
  to heal from wounds rapidly. As a free action once per round, he 
  can heal 5 hit points as if he had the fast healing ability. He can 
  heal 5 hit points per day in this manner for every 2 alchemist 
  levels he possesses.
  henriC hammerhill
  henriC hammerhill
  A stout dwarven man with dark skin and a long black beard he keeps braided 
  and clasped to his studded leather jerkin. His shaven head is kept covered not 
  only with his hooded cloak, but also with a leather cap inscribed with the pattern 
  of a bird of prey. While seemingly like any other dwarf at first glance, he is 
  surprisingly more agile and stealthy than his slower moving, stocky brethren. 
  When springing into combat, he either dual wields a short sword and handaxe, 
  fires his elaborately engraved shortbow, or swings his mithril-headed maul.  
  Relatively new to Cat’s Cradle, Henric Hammerhill came into the 
  region from the west riding a dwarven war ram and accompanied by 
  his only friend and companion: an black and red feathered axe beak by 
  the name of Muuaji. Without a silver to his name, he has begun hiring 
  his services out to the locals in exchange for coin when he can get it (or 
  food, drink, and lodging when he cannot). While not yet familiar with the 
  surrounding terrain, Henric is a skilled survivalist and hunter, and has 
  begun to earn the reputation of being reliable and honest, making sure to 
  keep a level head in tense situations and be a voice of reason. Whether it 
  be helping track something in the wilds, provide an extra blade in battle, or 
  guarding people along the trade routes in and out of town, the stoic Henric 
  Hammerhill is willing to do just about anything within his skill set for pay. 
  HENRIC HAMMERHILL 
  CR 2
  HENRIC HAMMERHILL 
  CR 2
  XP 600
  Dwarf hunter 3
  LN Medium humanoid (dwarf)
  Init +2; Senses darkvision 60 ft.; Perception +9 (+11 to notice 
  unusual stonework)
   
  AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
  hp 23 (3d8+9)
  Fort +5, Ref +5, Will +4; +2 vs. poison, spells, and spell-like 
  abilities
  Defensive Abilities defensive training
   
  Speed 20 ft.
  Melee mwk handaxe +2 (1d6 + 1/×3), mwk short sword +2 (1d6 + 
  1/19-20) or
     mwk handaxe +4 (1d6 + 1/×3) or
     mwk short sword +4 (1d6 + 1/19-20) or
     mwk silver greatclub +4 (1d10 + 1)
  Ranged mwk composite shortbow +5 (1d6 + 1/×3)
  Special Attacks hatred
  Hunter Spells Known (CL 3rd; concentration +6)
     1st (4/day)—calm animals (DC 14), cure light wounds, pass 
  without trace, speak with animals, summon nature’s ally I
     0 (at will)—create water, detect poison, guidance, know direction,  
  purify food and drink (DC 13), resistance
   
  Str 13, Dex 15, Con 14, Int 10, Wis 16, Cha 6
  Base Atk +2; CMB +3; CMD 15 (19 vs. bull rush, 19 vs. trip)
  Feats Double Slice, Precise Shot, Precise Strike, Two-weapon 
  Fighting
  Skills Acrobatics +1 (-3 to jump), Appraise +0 (+2 to assess 
  nonmagical metals or gemstones), Handle Animal +4 (+6 vs. 
  Muuaji while worn), Knowledge (geography) +6, Knowledge 
  (nature) +6, Perception +9 (+11 to notice unusual stonework), 
  Stealth +7, Survival +9 (+11 to get along in the wild, endure 
  severe weather, avoid getting lost, spot natural hazards, and 
  predict weather); Racial Modifiers +2 Appraise to assess 
  nonmagical metals or gemstones, +2 Perception to notice 
  unusual stonework
  Languages Common, Dwarven
  SQ animal companion (axe beak named Muuaji), animal focus (3 
  
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  minutes/day), hunter tactics, nature training, track +1, wild 
  empathy +3
  Other Gear studded leather, arrows (20), mwk composite 
  shortbow (+1 Str), mwk handaxe, mwk short sword, mwk silver 
  greatclub, basic maps (major landmarks only), flint and steel, 
  knife, utility, mess kit, waterskin (2), 8 gp
  Special Abilities
  Special Abilities
  Animal Focus (3 minutes/day) (Su) As a swift action, gain bonuses 
  from emulated animal(s). If no companion, +1 slots.
  Precise Strike +1d6 precision damage for melee attacks if you and 
  an ally with this feat flank the same target.
  MUUAJI 
  CR –
  MUUAJI 
  CR –
  Axe beak
  N Medium animal
  Init +4; Senses low-light vision; Perception +6
   
  AC 17, touch 15, flat-footed 12 (+4 Dex, +1 dodge, +2 natural)
  hp 17 (3d8+3)
  Fort +4, Ref +7, Will +1
  Defensive Abilities evasion
   
  Speed 50 ft.
  Melee bite +6 (1d6)
   
  Str 11, Dex 18, Con 12, Int 2, Wis 11, Cha 10
  Base Atk +2; CMB +2; CMD 17
  Feats Dodge, Precise Strike, Weapon Finesse
  Tricks Attack, Attack, Attack Any Target, Defend, Down, Flank, 
  Guard, Protect, Stay
  Skills Acrobatics +4 (+12 to jump), Perception +6
  SQ animal focus, attack, attack any target, defend, down, flank, 
  guard, protect, stay
  Other Gear pack saddle, training harness
  Special Abilities
  Special Abilities
  Animal Focus (Su) As a swift action, gain bonuses from emulated 
  animal(s).
  Precise Strike +1d6 precision damage for melee attacks if you and 
  an ally with this feat flank the same target.
  One of the prominent hunters and trackers in the region, Henric Hammerhill 
  can usually be found sitting quietly on the porch of one of the better known 
  taverns or inns in town. Accompanying him nearby (or sometimes even 
  at his table, making a mess and eating bits of leftover venison) is his axe 
  beak companion Muuaji. Both dwarf and large bird watch passersby with a 
  modicum of interest, content in their solitude but ready for any job should the 
  opportunity present itself. Henric often provides guidance to those new to the 
  area and need to get their bearing when traversing the surrounding wilderness, 
  but also provides game to the local food merchants (sanctioned by the city 
  lords, of course).
  As most of his time is dedicated toward official hunting trips or for performing 
  escort missions, Henric is always in need of people to handle a few odd jobs for 
  him. He may require a package of meat to be delivered to an out-of-the-way 
  client, or perhaps pick up a bundle of expensive hides from a furrier who has had 
  some bandit trouble of late. On a more personal note, Hammerhill is looking for 
  someone who can track down and handle a tribe of goblins in the nearby forest 
  who have been rumored to be training owlbears to aid in their harassment of 
  other rangers, woodsmen, and even miners in the region.  
   
  HENRIC HAMMERHILL 
  CR 5
  HENRIC HAMMERHILL 
  CR 5
  XP 1,600
  Dwarf hunter 6
  LN Medium humanoid (dwarf)
  Init +2; Senses darkvision 60 ft.; Perception +12 (+14 to notice 
  unusual stonework)
   
  AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
  hp 45 (6d8+18)
  Fort +7, Ref +7, Will +5; +2 vs. poison, spells, and spell-like 
  abilities
  Defensive Abilities defensive training
   
  Speed 20 ft.
  Melee mwk handaxe +5 (1d6 + 2/×3), mwk short sword +5 (1d6 + 
  2/19-20) or
     mwk handaxe +7 (1d6 + 2/×3) or
     mwk short sword +7 (1d6 + 2/19-20) or
     mithral greatclub +7 (1d10 + 3)
  Ranged mwk composite shortbow +7 (1d6 + 1/×3)
  Special Attacks hatred
  Hunter Spells Known (CL 6th; concentration +9)
     2nd (4/day)—arrow eruption, barkskin, chameleon stride, hold 
  animal (DC 15), summon nature’s ally II
     1st (5/day)—calm animals (DC 14), cure light wounds, pass 
  without trace, speak with animals, summon nature’s ally I
     0 (at will)—create water, detect poison, guidance, know direction, 
  purify food and drink (DC 13), resistance
   
  Str 14, Dex 15, Con 14, Int 10, Wis 16, Cha 6
  Base Atk +4; CMB +6; CMD 18 (22 vs. bull rush, 22 vs. trip)
  Feats Double Slice, Outflank, Power Attack, Precise Shot, Precise 
  Strike, Two-weapon Fighting
  Skills Acrobatics +1 (-3 to jump), Appraise +0 (+2 to assess 
  nonmagical metals or gemstones), Handle Animal +7, 
  Knowledge (geography) +9, Knowledge (nature) +9, Perception 
  +12 (+14 to notice unusual stonework), Stealth +10, Survival 
  +12; Racial Modifiers +2 Appraise to assess nonmagical metals 
  or gemstones, +2 Perception to notice unusual stonework
  Languages Common, Dwarven
  SQ animal companion (axe beak named Muuaji), animal focus (6 
  minutes/day), hunter tactics, improved empathic link, nature 
  training, track +3, wild empathy +6, woodland stride
  Other Gear studded leather, arrows (20), mithral greatclub, mwk 
  composite shortbow (+1 Str), mwk handaxe, mwk short sword
  Special Abilities
  Special Abilities
  Animal Focus (6 minutes/day) (Su) As a swift action, gain bonuses 
  from emulated animal(s). If no companion, +1 slots.
  Outflank Increase flank bonus by +2 if flanking ally has same feat. 
  If you crit, ally gets an AoO.
  Precise Strike +1d6 precision damage for melee attacks if you and 
  an ally with this feat flank the same target.
  MUUAJI 
  CR –
  MUUAJI 
  CR –
  Axe beak
  N Large animal
  Init +4; Senses low-light vision; Perception +9
   
  AC 20, touch 14, flat-footed 15 (+4 Dex, +1 dodge, +6 natural, -1 
  size)
  hp 45 (6d8+18)
  Fort +8, Ref +9, Will +2 (+4 morale bonus vs. enchantment 
  effects)
  Defensive Abilities evasion
   
  Speed 50 ft.
  Melee bite +8 (2d6 + 7)
  Space 10 ft.; Reach 10 ft.
  Special Attacks sudden charge
   
  Str 20, Dex 18, Con 16, Int 2, Wis 11, Cha 10
  Base Atk +4; CMB +10; CMD 25
  Feats Combat Reflexes, Dodge, Improved Natural Attack (bite), 
  Outflank, Precise Strike
  Tricks Attack, Attack, Attack Any Target, Defend, Deliver, Down, 
  Flank, Guard, Protect, Stay
  Skills Acrobatics +4 (+12 to jump), Perception +9
  SQ animal focus, attack, attack any target, defend, deliver, 
  devotion, down, flank, guard, protect, stay, woodland stride
  Special Abilities
  Special Abilities
  Animal Focus (Su) As a swift action, gain bonuses from emulated 
  animal(s).
  
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  Outflank Increase flank bonus by +2 if flanking ally has same feat. 
  If you crit, ally gets an AoO.
  Precise Strike +1d6 precision damage for melee attacks if you and 
  an ally with this feat flank the same target.
  Sudden Charge (Ex) On charge, if bite hits then make free trip 
  attack.
  Henric Hammerhill has become a bit of a recluse during the course of the 
  last few years. While still known as one of the premiere hunters and trackers 
  of the region, he no longer attends the court nor offers his services to anyone 
  since the deaths of his family at the hands (or more accurately: claws and 
  fangs) of Jokulvargr, an awakened demonic winter wolf. Henric has all but 
  retired, keeping to himself at his cabin in the woods outside of Cat’s Cradle, 
  still accompanied by his axe beak Muuaji. In actuality though, Henric seeks 
  out knowledge and allies in order to one day mount an expedition to the 
  extradimensional home plane where Jokulvargr resides, along with her pack 
  the Burning Frost Tribe. Information, equipment, and magic for planar travel is 
  what Henric now seeks to obtain and will pay handsomely for any brought to him.  
  HENRIC HAMMERHILL 
  CR 9
  HENRIC HAMMERHILL 
  CR 9
  XP 6,400
  Dwarf hunter 10
  LN Medium humanoid (dwarf)
  Init +3; Senses darkvision 60 ft.; Perception +16 (+18 to notice 
  unusual stonework)
   
  AC 19, touch 14, flat-footed 16 (+4 armor, +1 deflection, +3 Dex, +1 
  natural)
  hp 75 (10d8+30)
  Fort +9, Ref +10, Will +6; +2 vs. poison, spells, and spell-like 
  abilities
  Defensive Abilities defensive training
   
  Speed 20 ft.
  Melee +1 mithral greatclub +10/+5 (1d10 + 4) or
     mwk handaxe +8 (1d6 + 2/×3), mwk short sword +8/+3 (1d6 + 
  2/19-20) or
     mwk handaxe +10/+5 (1d6 + 2/×3) or
     mwk short sword +10/+5 (1d6 + 2/19-20)
  Ranged mwk composite shortbow +11/+6 (1d6 + 2/×3)
  Special Attacks hatred
  Hunter Spell-Like Abilities (CL 10th; concentration +13)
     At will—raise animal companion (neg level when cast)
  Hunter Spells Known (CL 10th; concentration +13)
     4th (1/day)—commune with plane, find quarry, summon nature’s 
  ally IV
     3rd (4/day)—greater magic fang, planar aegis, planar inquiry, 
  communal resist energy, summon nature’s ally III
     2nd (5/day)—arrow eruption, barkskin, celestial companion, 
  chameleon stride, hold animal (DC 15), summon nature’s ally II
     1st (6/day)—calm animals (DC 14), cure light wounds, hunter’s 
  howl (DC 14), pass without trace, speak with animals, summon 
  nature’s ally I
     0 (at will)—create water, detect poison, guidance, know direction, 
  purify food and drink (DC 13), resistance
   
  Str 14, Dex 16, Con 14, Int 10, Wis 16, Cha 6
  Base Atk +7; CMB +9; CMD 23 (27 vs. bull rush, 27 vs. trip)
  Feats Double Slice, Lookout, Nemesis, Outflank, Planewalker’s Insight, 
  Power Attack, Precise Shot, Precise Strike, Two-weapon Fighting
  Skills Acrobatics +3 (-1 to jump), Appraise +0 (+2 to assess 
  nonmagical metals or gemstones), Handle Animal +11, 
  Knowledge (geography) +13, Knowledge (nature) +13, 
  Knowledge (planes) +7 (+9 vs. outsiders), Perception +16 (+18 to 
  notice unusual stonework), Sense Motive +3 (+5 vs. outsiders), 
  Stealth +16, Survival +16; Racial Modifiers +2 Appraise to 
  assess nonmagical metals or gemstones, +2 Perception to notice 
  unusual stonework
  Languages Common, Dwarven
  SQ animal companion (axe beak named Muuaji), animal focus (10 
  minutes/day, double), bonus trick (1), hunter tactics, improved 
  empathic link, nature training, swift tracker, track +5, wild 
  empathy +10, woodland stride
  Combat Gear +1 outsider-bane arrow (2); Other Gear +1 
  studded leather, +1 mithral greatclub, arrows (20), mwk 
  composite shortbow (+2 Str), mwk handaxe, mwk short sword, 
  amulet of natural armor +1, ring of protection +1
  Special Abilities
  Special Abilities
  Lookout Not surprised if adjacent ally with same feat isn’t 
  surprised. Extra actions if both are aware.
  Outflank Increase flank bonus by +2 if flanking ally has same feat. 
  If you crit, ally gets an AoO.
  Precise Strike +1d6 precision damage for melee attacks if you and 
  an ally with this feat flank the same target.
  Second Animal Focus (10 minutes/day) (Su) As a swift action, gain 
  bonuses from emulated animal(s). If no companion, +1 slots.
  MUUAJI 
  CR –
  MUUAJI 
  CR –
  Axe beak
  N Large animal
  Init +8; Senses low-light vision; Perception +12
   
  AC 25, touch 14, flat-footed 20 (+3 armor, +4 Dex, +1 dodge, +8 
  natural, -1 size)
  hp 68 (9d8+27)
  Fort +9, Ref +10, Will +3 (+4 morale bonus vs. enchantment 
  effects)
  Defensive Abilities evasion
   
  Speed 50 ft.
  Melee bite +11/+6 (2d6 + 9)
  Space 10 ft.; Reach 10 ft.
  Special Attacks sudden charge
   
  Str 22, Dex 19, Con 16, Int 2, Wis 11, Cha 10
  Base Atk +6; CMB +13; CMD 28
  Feats Combat Reflexes, Dodge, Improved Initiative, Improved 
  Natural Attack (bite), Light Armor Proficiency, Lookout, 
  Outflank, Precise Strike
  Tricks Attack, Attack, Attack Any Target, Defend, Deliver, Down, 
  Flank, Guard, Protect, Rescue, Seek, Stay
  Skills Acrobatics +3 (+11 to jump), Perception +12
  SQ animal focus, attack, attack any target, defend, deliver, 
  devotion, down, flank, guard, protect, rescue, seek, stay, 
  woodland stride
  Other Gear studded leather
  Special Abilities
  Special Abilities
  Lookout Not surprised if adjacent ally with same feat isn’t 
  surprised. Extra actions if both are aware.
  Outflank Increase flank bonus by +2 if flanking ally has same feat. 
  If you crit, ally gets an AoO.
  Precise Strike +1d6 precision damage for melee attacks if you and 
  an ally with this feat flank the same target.
  Second Animal Focus (Su) As a swift action, gain bonuses from 
  emulated animal(s).
  Sudden Charge (Ex) On charge, if bite hits then make free trip 
  attack.
  Jall KuKriCh 
  Jall KuKriCh 
  Though his wiry body is taller by about six inches, Jall Kukrich’s hunched 
  stature marks him as just over four-foot-six. He does his best to keep his black 
  and grey fur clean by washing from unoccupied watering troughs, and keeping 
  his facial fur and whiskers slicked back with a bit of wagon wheel axle grease 
  he keeps in a tiny glass jar. He wears an odd, ill-fitting outfit that consists of an 
  old nobleman’s long cape sewn together with both a discarded entertainer’s 
  outfit and some clergyman’s robes. Atop his head he wears his most prized 
  possession: an immaculate crushed velvet red fez, complete with black and 
  gold threaded tassel. Unlike the rest of his attire, his headpiece is always clean 
  and sits at such a perfect angle, passersby cannot help but smile at Jall when 
  they see him wearing it.
  Like most ratfolk in the Lost Lands, Jall has been a bit of an outcast within 
  the city since his early days. Arriving by river on a raft made of sticks and 
  muck, he began working odd jobs at the docks, everything from assisting 
  
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  fishermen to moving crates and barrels to standing guard at warehouses. But 
  while he worked hard, he was really keeping his ear to the ground, learning 
  what he could about the city and its residents: whispers, rumors, stories, deals, 
  schedules; any bit of information he could turn around and tell interested 
  parties for a bit of coin. Jall has befriended the young street urchins and 
  unnoticed youths of the city to help him learn more and further out, creating a 
  loose information network throughout the Docks, Old Town, and the Ovens. 
  He himself is also looking for any kind of odd job that can either earn him a bit 
  of coin, or something of value (assuming he is not risking his life, or anything 
  else dangerous like that!)
  JALL KUKRICH 
  CR 2
  JALL KUKRICH 
  CR 2
  XP 600
  Ratfolk unchained rogue 3
  CN Small humanoid (ratfolk)
  Init +3; Senses darkvision 60 ft.; Perception +9
   
  AC 17, touch 14, flat-footed 14 (+3 armor, +3 Dex, +1 size)
  hp 12 (3d8-2)
  Fort +0, Ref +6, Will +2; +2 vs. disease
  Defensive Abilities danger sense +1, evasion
   
  Speed 20 ft.
  Melee 2 claws +6 (1d4 + 3)
  Ranged mwk hand crossbow +7 (1d3/19-20)
  Special Attacks sneak attack +2d6, swarming
   
  Str 8, Dex 16, Con 8, Int 14, Wis 13, Cha 15
  Base Atk +2; CMB +0; CMD 13
  Feats Pack Rat, Sharpclaw, Weapon Finesse
  Skills Acrobatics +9 (+5 to jump), Bluff +8, Diplomacy +8, Disable 
  Device +12, Escape Artist +9, Knowledge (local) +8, Perception 
  +9, Sense Motive +7, Sleight of Hand +9, Stealth +13, Use Magic 
  Device +10; Racial Modifiers +2 Perception, +2 Use Magic 
  Device
  Languages Common, Dwarven, Halfling
  SQ cleanliness, rogue talent (coax information), trapfinding +1
  Combat Gear potion of cure light wounds, potion of invisibility, 
  potion of reduce person; Other Gear mwk studded leather, 
  arrows (20), mwk hand crossbow, traveler’s any-tool, concealable 
  thieves’ tools, dilettante’s outfit, fez, grappling bolt, masterwork 
  backpack, silk rope (50 ft.), 133 gp
  Special Abilities
  Special Abilities
  Cleanliness +2 vs. disease, exceeding disease save by 5 counts as 2 
  consecutive saves.
  Coax information (Ex) Can use Bluff or Diplomacy to force an 
  opponent to act friendly.
  Pack Rat (40 gp, 1/day) Produce mundane item worth less than 40 
  that you ‘had on you.’
  Swarming (Ex) Can share a square with another creature with 
  swarming, if both attack the same foe, he is flanked.
  You can usually hear the bell tinkling on the covered two-wheeled cart 
  Jall is pulling behind him before you see his fez-adorned smiling rodent 
  face. He moves his moderately-sized “establishment” throughout the 
  Docks, Old Town, the Ovens, and even the southern and eastern areas of 
  the Gold District, calling out to new travelers and adventurers he sees or 
  to citizens he has come to know over the years. Jall’s mobile shop sells a 
  variety of goods and items and he is always looking to make a trade, even 
  if he has to offer a discount. However, information is what he deals with 
  more: Do you need dirt on what the corrupt guardsman Sergeant Donovon is 
  handling these days? Or what time a Gold District shopkeep locks up shop 
  and goes home for the night? Perhaps you are wanting to know the latest 
  rumors of the gemstone vein discovered in one of the Salt Mines? These 
  types of things are what Jall excels at knowing and selling, as his network 
  of little spies and information gatherers has grown exponentially. He now 
  has information from all over the city of Cat’s Cradle and the surrounding 
  area, even as far as the village of Gambit. However, information has a 
  price, and while gold is always nice, offering up substantiated intel on 
  something Jall doesn’t know is preferred. 
  JALL KUKRICH 
  CR 5
  JALL KUKRICH 
  CR 5
  XP 1,600
  Ratfolk unchained rogue 6
  CN Small humanoid (ratfolk)
  Init +3; Senses darkvision 60 ft.; Perception +12
   
  AC 17, touch 14, flat-footed 14 (+3 armor, +3 Dex, +1 size)
  hp 22 (6d8-5)
  Fort +1, Ref +8, Will +3; +2 vs. disease
  Defensive Abilities danger sense +2, evasion, uncanny dodge
   
  Speed 20 ft.
  Melee 2 claws +8 (1d4 + 3)
  Ranged hand crossbow +8 (1d3/19-20)
  Special Attacks sneak attack +3d6, swarming
  Rogue (Unchained) Spell-Like Abilities (CL 6th; concentration 
  +10)
     At will—detect magic
     3/day—charm person
   
  Str 8, Dex 16, Con 8, Int 14, Wis 13, Cha 18
  Base Atk +4; CMB +2; CMD 15
  Feats Pack Rat, Scurrying Swarmer, Sharpclaw, Weapon Finesse
  Skills Acrobatics +9 (+5 to jump), Appraise +8, Bluff +13, 
  Diplomacy +13, Disable Device +17, Escape Artist +12, 
  Knowledge (local) +11, Perception +12, Sense Motive +10, 
  Sleight of Hand +12, Stealth +16, Use Magic Device +15; Racial 
  Modifiers +2 Perception, +2 Use Magic Device
  Languages Common, Dwarven, Halfling
  SQ cleanliness, debilitating injury: bewildered, debilitating injury: 
  disoriented, debilitating injury: hampered, rogue talents (coax 
  information, major magic, minor magic), trapfinding +3
  Other Gear mwk studded leather, arrows (20), hand crossbow, 
  fez of alluring charisma +2, concealable thieves’ tools, grappling 
  bolt, masterwork backpack, silk rope (50 ft.), 123 gp
  Special Abilities
  Special Abilities
  Cleanliness +2 vs. disease, exceeding disease save by 5 counts as 2 
  consecutive saves.
  
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  Coax information (Ex) Can use Bluff or Diplomacy to force an 
  opponent to act friendly.
  Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak 
  attack damage takes AC penalty (more vs. striker) for 1 round.
  Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak 
  attack damage takes attack penalty (more vs. striker) for 1 
  round.
  Debilitating Injury: Hampered (Ex) Foe who takes sneak attack 
  damage has speed halved (and can’t 5 ft step) for 1 round.
  Pack Rat (55 gp, 1/day) Produce mundane item worth less than 55 
  that you ‘had on you.’
  Scurrying Swarmer Use swarming trait to enter square of willing 
  ally, ally treated as having same teamwork feats.
  Swarming (Ex) Can share a square with another creature with 
  swarming, if both attack the same foe, he is flanked.
  Situated in the southern area of the Gold District, close to Old Town, Jall 
  owns and runs a small bazaar shop he calls The Memorable Fez where he 
  continues to sell a variety of items of all sorts. In addition to continuing to 
  maintain his information network acquired from the city’s underclass youths, 
  Jall has branched out into employing pickpockets, burglars, and forgers. Not 
  only providing requested information, he now offers documents, disguises and 
  uniforms, and even official crests and badges (given the appropriate amount 
  of time and money). As he has always been, Jall is not a violent creature by 
  nature, but is willing to pay top dollar for anyone willing to acquire the things 
  he needs, by any means necessary. Having come a long way from being the 
  damp rat standing on a pier in the Docks, he will do anything to keep what he 
  has built up all these years (including working with the city guard and officials 
  if need be). He pays a contribution to the city guard “retirement fund” every 
  other week to not only be passed along information, but also for them to keep 
  out of his affairs. In addition, he donates a weekly “tithe” to the Temple of 
  Freya to stay in their good graces as well, even though he doesn’t put any stock 
  into the gods. While Jall asserts that he is a master of his own fate, he still 
  appreciates a good blessing or healing from clerics when in need!
  JALL KUKRICH 
  CR 9
  JALL KUKRICH 
  CR 9
  XP 6,400
  Ratfolk unchained rogue 10
  CN Small humanoid (ratfolk)
  Init +3; Senses darkvision 60 ft.; Perception +17 (+21 to hear 
  conversation or find concealed object)
   
  AC 19, touch 14, flat-footed 16 (+5 armor, +3 Dex, +1 size)
  hp 36 (10d8-9)
  Fort +3, Ref +11, Will +6; +2 vs. disease
  Defensive Abilities danger sense +3, evasion, improved uncanny 
  dodge
   
  Speed 20 ft.
  Melee 2 claws +12 (1d4 + 4)
  Ranged mwk hand crossbow +12 (1d3/19-20)
  Special Attacks sneak attack +5d6, swarming
  Rogue (Unchained) Spell-Like Abilities (CL 10th; 
  concentration +14)
     At will—detect magic
     5/day—charm person
   
  Str 8, Dex 16, Con 8, Int 14, Wis 14, Cha 18
  Base Atk +7; CMB +5; CMD 18
  Feats Black Marketeer, Brilliant Planner, Pack Rat, Scurrying 
  Swarmer, Sharpclaw, Weapon Finesse
  Skills Acrobatics +9 (+5 to jump), Appraise +12, Bluff +17, 
  Diplomacy +17, Disable Device +23, Escape Artist +16, 
  Knowledge (local) +15, Perception +17 (+21 to hear conversation 
  or find concealed object), Sense Motive +15, Sleight of Hand 
  +16, Stealth +20, Use Magic Device +19; Racial Modifiers +2 
  Perception, +2 Use Magic Device
  Languages Common, Dwarven, Halfling
  SQ cleanliness, debilitating injury: bewildered, debilitating injury: 
  disoriented, debilitating injury: hampered, rogue talents (black 
  market connections, canny observer, coax information, major 
  magic, minor magic), trapfinding +5
  Combat Gear wand of cure light wounds; Other Gear +1 mithral 
  shirt, arrows (20), mwk hand crossbow, amulet of mighty fists 
  +1, cloak of resistance +1, headband of alluring charisma +2, 
  concealable thieves’ tools, grappling bolt, masterwork backpack, 
  silk rope (50 ft.), 248 gp
  Special Abilities
  Special Abilities
  Black Market Connections (Ex) Treat settlements as larger than 
  normal for magic items for sale with a diplomacy check.
  Black Marketeer Gain 100 gp resource pool for illegal/illicit items 
  or services.
  Brilliant Planner (500 gp, 1/day) Use gold to fund unspecified 
  plans
  Canny Observer (Ex) +4 Perception to overhear conversations or 
  find concealed or secret objects.
  Cleanliness +2 vs. disease, exceeding disease save by 5 counts as 2 
  consecutive saves.
  Coax information (Ex) Can use Bluff or Diplomacy to force an 
  opponent to act friendly.
  Debilitating Injury: Bewildered -2/-6 (Ex) Foe who takes sneak 
  attack damage takes AC penalty (more vs. striker) for 1 round.
  Debilitating Injury: Disoriented -2/-6 (Ex) Foe who takes sneak 
  attack damage takes attack penalty (more vs. striker) for 1 
  round.
  Debilitating Injury: Hampered (Ex) Foe who takes sneak attack 
  damage has speed halved (and can’t 5 ft step) for 1 round.
  Pack Rat (75 gp, 1/day) Produce mundane item worth less than 75 
  that you ‘had on you.’
  Scurrying Swarmer Use swarming trait to enter square of willing 
  ally, ally treated as having same teamwork feats.
  Swarming (Ex) Can share a square with another creature with 
  swarming, if both attack the same foe, he is flanked.
  Kamara b’du
  Kamara b’du
  This tall, striking woman with ebony skin cannot help but have a confident, 
  regal stance, despite her obvious attempts to blend in with the crowd. The 
  armor she wears is accented in white and blue with gold edging and has 
  clearly been perfectly crafted specifically for her. Although she tries to assume 
  a demure attitude, her warm golden brown eyes flash with a confidence and 
  self-assuredness that is unmatched.
  Kamara B’du was born during a convergence of environmental anomalies: 
  it was on a night where no stars were seen in the sky, but instead two full 
  moons. And just as dawn broke, a meteor shower began, the shooting stars 
  dissipating at the sun’s morning light welcomed in the birth of little Kamara. 
  All her life she heard that she was destined for greatness, to lead the people 
  to the promised land, to bring the waters of life to the barren deserts, to make 
  the world great again like it was in the Age of Heroes. Kamara grew to hate 
  words such as ‘prophecy’ and ‘destiny’, wishing only to help those in need. 
  She cared nothing for praise or recognition, and knew the only way she would 
  escape from all the attention would be to leave her homeland and travel to a 
  place where no one knew who she was. 
  While a healer isn’t exactly what is needed right now in Cat’s Cradle, 
  Kamara still finds herself needed for other divine services, providing 
  knowledge and guidance to any that come for her. Still wishing not to 
  gain any level of notoriety, she rarely works out of any of the popular 
  churches or religious gathering locations, instead opting to work 
  privately in caravan camps or out of taverns and inns. Aside from her 
  expertise in medicines and healing, it is her knowledge in the divine and 
  history that are most often sought after for those looking for guidance. 
  What a deal! 
  What a deal! 
  Consider Jall’s mobile cart and The Memorable Fez shop to be a 
  combination of a general store, a potion shop and a weapon vendor, 
  with a fifty percent chance of having what the players are looking for. 
  That being said, for every item Jall doesn’t have, immediately offer an 
  item of similar price and style that he actually will have in stock (within 
  reason, at your discretion).
  Example: the player is looking for a potion of cure light wounds. 
  They fail the roll to see if he has it in stock, but Jall immediately points 
  out that he has a potion of bless on his shelf!
  
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  KAMARA B’DU CR 2
  KAMARA B’DU CR 2
  XP 600
  Aasimar oracle 3
  LN Medium outsider (native)
  Init +1; Senses darkvision 60 ft.; Perception +2
   
  AC 18, touch 11, flat-footed 17 (+6 armor, +1 Dex, +1 shield)
  hp 23 (3d8+9)
  Fort +3, Ref +2, Will +3
  Resist acid 5, cold 5, electricity 5
   
  Speed 30 ft. (20 ft. in armor)
  Melee mwk battle aspergillum +3 (1d6)
  Ranged mwk light crossbow +4 (1d8/19-20)
  Special Attacks channel positive energy 4/day (DC 14, 2d6)
  Spell-Like Abilities (CL 3rd; concentration +6)
     1/day—daylight
  Oracle Spells Known (CL 3rd; concentration +6)
     1st (6/day)—bless, bless water (DC 14), cure light wounds, detect 
  undead, protection from evil
     0 (at will)—create water, detect fiendish presence, light, purify 
  food and drink (DC 13), stabilize
     Mystery Life
   
  Str 10, Dex 13, Con 14, Int 12, Wis 10, Cha 17
  Base Atk +2; CMB +2; CMD 13
  Feats Healer’s Hands (+3), Planar Infusion
  Skills Acrobatics -2 (-6 to jump), Diplomacy +5, Heal +12 (+13 
  circumstance to treat wounds or deadly wounds, +15 to treat 
  poison), Knowledge (history) +7, Knowledge (planes) +7, 
  Knowledge (religion) +7, Perception +2, Sense Motive +6; Racial 
  Modifiers +2 Diplomacy, +2 Perception
  Languages Common, Elven
  SQ god-meddled whim, oracle’s curse (god-meddled), positive 
  energy planar infusion (basic) (+3 positive energy healing), 
  revelations (healing hands, channel), scion of humanity
  Combat Gear potion of cure light wounds, antiplague (2), 
  antitoxin (2), bloodblock (2), healer’s kit, holy water (4); Other 
  Gear mwk breastplate, mwk light steel shield, crossbow bolts 
  (10), mwk battle aspergillum, mwk light crossbow, antidote kit, 
  boline, surgeon’s tools, 20 gp
  Special Abilities
  Special Abilities
  God-Meddled Whim (1/round) Divine spells targeting you have 
  unpredictable side effects.
  Healer’s Hands (+3, 3/day) (Su) Full round to treat deadly wounds 
  (no limit or kit needed), beat DC by 10 for extra healing.
  Healing Hands (Ex) +4 Heal, improve effectiveness of Heal skill
  Positive Energy Planar Infusion (Basic) (+3 positive energy healing) 
  (Ex) +3 positive energy healing, +4 to stabilize while dying.
  Scion of Humanity Count as a human for any effect related to race. 
  Pass as human without using disguise.
  Recently struck by a series of dreams with imagery of celestial entities 
  combatting an unknown darkness, with her as a pivotal figure fighting on 
  the side of light, Kamara has had her opinion of destiny challenged. Because 
  of this, Kamara has reluctantly started a small religious faction dedicated 
  to magic, healing, and shining a cleansing light into the dark corners of the 
  world. Plagued now by the bureaucracy of the city, and the corruption that 
  comes from within, Kamara is in constant need for assistance in protecting 
  not only her temple, but also her followers who ask for aid and guidance when 
  others have turned them away.
   
  KAMARA B’DU 
  CR 5
  KAMARA B’DU 
  CR 5
  XP 1,600
  Aasimar oracle 6
  LN Medium outsider (native)
  Init +1; Senses darkvision 60 ft.; Perception +2
   
  AC 20, touch 11, flat-footed 19 (+7 armor, +1 Dex, +2 shield)
  hp 45 (6d8+18)
  Fort +4, Ref +3, Will +5; +2 competence bonus vs. divine spells.
  Resist acid 5, cold 5, electricity 5
   
  Speed 30 ft. (20 ft. in armor)
  Melee mwk battle aspergillum +5 (1d6)
  Ranged mwk light crossbow +6 (1d8/19-20)
  Special Attacks channel positive energy 5/day (DC 17, 3d6)
  Spell-Like Abilities (CL 6th; concentration +10)
     1/day—daylight
  Oracle Spells Known (CL 6th; concentration +10)
     3rd (4/day)—cure serious wounds, neutralize poison, searing light
     2nd (6/day)—cure moderate wounds, lesser restoration, silence 
  (DC 16), spear of purity (DC 16)
     1st (7/day)—bless, bless water (DC 15), cure light wounds, detect 
  undead, protection from evil, shield of faith
     0 (at will)—create water, detect fiendish presence, guidance, light, 
  purify food and drink (DC 14), resistance, stabilize
     Mystery Life
   
  Str 10, Dex 13, Con 14, Int 12, Wis 10, Cha 18
  Base Atk +4; CMB +4; CMD 15
  Feats Healer’s Hands (+6), Planar Infusion, Signature Skill (Heal)
  Skills Acrobatics -2 (-6 to jump), Diplomacy +6, Heal +15 (+17 to 
  treat poison, +17 to provide first aid), Knowledge (history) +10, 
  Knowledge (planes) +10, Knowledge (religion) +10, Perception 
  +2, Sense Motive +9; Racial Modifiers +2 Diplomacy, +2 
  Perception
  Languages Common, Elven
  SQ god-meddled whim, oracle’s curse (god-meddled), positive 
  energy planar infusion (basic) (+6 positive energy healing), 
  resistant to divine spells, revelations (healing hands, channel), 
  scion of humanity
  Combat Gear holy water (4); Other Gear +1 breastplate, +1 light 
  steel shield, crossbow bolts (10), mwk battle aspergillum, mwk 
  light crossbow, healer’s satchel
  Special Abilities
  Special Abilities
  God-Meddled Whim (1/round) Divine spells targeting you have 
  unpredictable side effects.
  Healer’s Hands (+6, 6/day) (Su) Full round to treat deadly wounds 
  (no limit or kit needed), beat DC by 10 for extra healing.
  
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  |21
  Healing Hands (Ex) +4 Heal, improve effectiveness of Heal skill
  Positive Energy Planar Infusion (Basic) (+6 pos ener healing) (Ex) 
  +6 positive energy healing, +4 to stabilize while dying.
  Scion of Humanity Count as a human for any effect related to race. 
  Pass as human without using disguise.
  After all these years, Kamara B’du has decided to begin embracing her 
  destiny. After a powerful encounter with an angel, a Deva named Zephiriel, 
  the hidden potential within her was tapped and Kamara’s celestial heritage 
  blossomed. She is still coming to grips with what that means about her dreams 
  and visions, but her confidence in herself and her new path are clear. She hopes 
  to get a message back to her family and let them all know what has happened, 
  with her returning to them one day.
  Kamara’s order, now calling themselves the Guardians of the Light, have 
  around thirty primary members and double that in acolytes, The ranked regular 
  primaries consist of clerics, paladins, fighters, and alchemists dedicated to 
  helping those in need, seeking the truth in all things, and fighting evil whenever 
  they can. While services are held every dawn by her cleric underlings, Kamara 
  only leads sermons for special occasions, holidays, and the evenings of a full 
  moon.
  The Guardians of Light have grown too big for their previous headquarters 
  and are seeking a larger locale. They will pay players a “finder’s fee” for 
  information on a suitable location (either within the city of Cat’s Cradle or in 
  the surrounding land) that they can relocate to.  
   
  KAMARA B’DU, BEARER OF THE LIGHT 
  CR 9
  KAMARA B’DU, BEARER OF THE LIGHT 
  CR 9
  XP 6,400
  Aasimar oracle 10
  LN Medium outsider (native)
  Init +2; Senses darkvision 60 ft.; Perception +2
   
  AC 22, touch 12, flat-footed 20 (+7 armor, +2 Dex, +3 shield)
  hp 73 (10d8+28)
  Fort +5, Ref +5, Will +7; +2 vs. [evil], +2 competence bonus vs. 
  divine spells.
  Immune confusion; Resist acid 5, cold 5, electricity 5
   
  Speed 30 ft., fly 30 ft. (average)
  Melee +1 mithral battle aspergillum +8/+3 (1d6 + 1)
  Special Attacks channel positive energy 5/day (DC 19, 5d6)
  Spell-Like Abilities (CL 10th; concentration +14)
     1/day—daylight
  Oracle Spells Known (CL 10th; concentration +14)
     5th (3/day)—breath of life (DC 19), mass cure light wounds, 
  righteous might
     4th (6/day)—blessing of fervor (DC 18), cure critical wounds, 
  healing flames (DC 18), restoration
     3rd (7/day)—cure serious wounds, dispel magic, neutralize 
  poison, remove curse, searing light
     2nd (7/day)—consecrate, cure moderate wounds, ironskin, lesser 
  restoration, silence (DC 16), spear of purity (DC 16)
     1st (7/day)—bless, bless water (DC 15), cure light wounds, detect 
  undead, divine favor, protection from evil, shield of faith
     0 (at will)—create water, detect fiendish presence, detect magic, 
  guidance, light, purify food and drink (DC 14), read magic, 
  resistance, stabilize
     Mystery Life
   
  Str 10, Dex 14, Con 14, Int 12, Wis 10, Cha 18
  Base Atk +7; CMB +7; CMD 19
  Feats Angel Wings, Angelic Blood, Healer’s Hands (+10), Planar 
  Infusion, Signature Skill
  Skills Diplomacy +6, Fly +6, Heal +19 (+21 to treat poison, +21 to 
  provide first aid), Knowledge (history) +14, Knowledge (planes) 
  +14, Knowledge (religion) +14, Perception +2, Sense Motive +13; 
  Racial Modifiers +2 Diplomacy, +2 Perception
  Languages Common, Elven
  SQ god-meddled whim, oracle’s curse (god-meddled), positive 
  energy planar infusion (basic) (+10 positive energy healing), 
  resistant to divine spells, revelations (enhanced cures, healing 
  hands, channel), scion of humanity
  Combat Gear holy water (4); Other Gear +1 mithral breastplate, 
  +1 mithral heavy steel shield, +1 mithral battle aspergillum, 
  healer’s satchel, 25 gp
  Special Abilities
  Special Abilities
  Angelic Blood +2 saves vs. evil effects, to stabilize while dying, and 
  1 damage to evil or undead if bleeding.
  Enhanced Cures (+10 cap) (Su) For cure spells, any level caps in 
  the spell become oracle or shaman level.
  Fly (30 feet, Average) You can fly!
  God-Meddled Whim (1/round) Divine spells targeting you have 
  unpredictable side effects.
  Healer’s Hands (+10, 10/day) (Su) Full round to treat deadly 
  wounds (no limit or kit needed), beat DC by 10 for extra healing.
  Healing Hands (Ex) +4 Heal, improve effectiveness of Heal skill
  Positive Energy Planar Infusion (Basic) (+10 positive energy 
  healing) (Ex) +10 positive energy healing, +4 to stabilize while 
  dying.
  Scion of Humanity Count as a human for any effect related to race. 
  Pass as human without using disguise.
  maTTea Theasean
  maTTea Theasean
  Young and devoted to keeping order in Cat’s Cradle, Mattea Theasean joined 
  the City Watch several years ago, quickly rising through the ranks while growing 
  disillusioned with the organization’s corruption and lax attitude toward law 
  enforcement. When she was involved in tracking down the Dockside Lurker, a 
  ruthless robber and murderer who plagued the waterfront, Mattea gained the 
  notice of Lady Genera, the tough and wizened commander of the Constabulary 
  and was recruited into the organization. Mattea immediately distinguished 
  herself, and when uprooting a smuggling operation by the Kennock Syndicate, 
  proved to be utterly incorruptible. In the process she made several prominent 
  enemies, but continued to perform her duty, completely undeterred.
  Over the years, Mattea has studied both arcane and divine magic, applying 
  it to her career as an investigator. She cuts a dramatic figure, clad in her long 
  leather coat, armed with both rapier and a hand crossbow with poisoned bolts. 
  Her spellcasting abilities and her choice of weapons has led some to suggest 
  that she has some history with the drow, or may indeed have dark elf ancestors, 
  but Matter herself is quite secretive about her past.
  MATTEA THEASEAN 
   
  CR 2
  MATTEA THEASEAN 
   
  CR 2
  XP 600
  Drow bard (arcane duelist) 1/inquisitor (sanctified slayer) 2
  LN Medium humanoid (elf)
  Init +4; Senses low-light vision; Perception +9
   
  AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
  hp 14 (3d8)
  Fort +3, Ref +4, Will +7; +2 vs. enchantments
  Immune sleep; SR 9
   
  Speed 30 ft.
  Melee mwk spiral rapier +4 (1d6/18-20)
  Ranged mwk hand crossbow +4 (1d4/19-20)
  Special Attacks bardic performance 7 rounds/day (distraction, 
  fascinate [DC 13], inspire courage +1, rallying cry), studied 
  target +1 (1st, move action)
  Spell-Like Abilities (CL 3rd; concentration +6)
     1/day—dancing lights, darkness, faerie fire
  Inquisitor Spell-Like Abilities (CL 2nd; concentration +4)
     At will—detect alignment
  Bard (Arcane Duelist) Spells Known (CL 1st; concentration +4)
     1st (2/day)—charm person (DC 14), comprehend languages
     0 (at will)—daze (DC 13), mage hand, message, prestidigitation
  Inquisitor (Sanctified Slayer) Spells Known (CL 2nd; 
  concentration +4)
     1st (3/day)—command (DC 13), cure light wounds, sanctuary (DC 13)
     0 (at will)—brand (DC 12), detect magic, guidance, read magic, 
  stabilize
     Domain Justice inquisition
   
  Str 10, Dex 15, Con 10, Int 8, Wis 15, Cha 16
  Base Atk +1; CMB +1; CMD 13
  Feats Arcane Strike, Two-weapon Fighting, Weapon Finesse
  Skills Acrobatics +5, Bluff +7, Craft (alchemy) +3, Diplomacy +7, 
  Disguise +7, Intimidate +4, Knowledge (arcana) +5, Knowledge 
  (religion) +5, Perception +9, Sense Motive +9, Stealth +5; Racial 
  
  22|Fortune Hunters
  22|Fortune Hunters
  Modifiers +2 Perception
  Languages Elven, Common
  SQ judicious force, monster lore +2, poison use, stern gaze +1, 
  surface infiltrator, track +1
  Combat Gear drow poison (11); Other Gear mwk lamellar 
  (leather) armor, crossbow bolts (20), mwk hand crossbow, mwk 
  spiral rapier, average lock (2), fetters, masterwork (barbed), 
  manacles, masterwork (barbed), masterwork backpack, spider’s 
  silk rope (50 ft.), 23 gp, 2 cp
  Special Abilities
  Special Abilities
  Judicious Force (2/day) (Su) Immediate, if self or ally in 10 ft 
  makes a critical threat gain +4 to confirm.
  Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a 
  Move action, gain +1 to attack / damage & some skills vs. them.
  Track +1 Add the listed bonus to Survival checks made to track.
  Despite years on the street and continued exposure to even more 
  corruption and crime, Mattea has grown more compassionate toward 
  victims and has even begun to develop a certain understanding and empathy 
  for some criminals, seeing that some folk are forced into lives of illegal 
  activities by circumstances beyond their control. One sign of her evolving 
  nature is her professional alliance with private investigator Valdrin Hoff, 
  an individual known for both his hatred of crime that victimizes the weak, 
  and his tendency to mete out justice on his own terms. Though she feels 
  some distaste for Hoff’s occasional vigilantism, she nevertheless continues 
  to share information with him, though she has kept their relationship quiet, 
  especially to her superiors.
  She carries a scar on her face from a Syndicate assassin, and she refuses 
  any arcane healing or cosmetic surgery. A grateful artificer enchanted her 
  signature leather coat, granting it a +1 bonus to AC, and she carries the unique 
  Investigator’s Staff.
  MATTEA THEASEAN 
   
  CR 5
  MATTEA THEASEAN 
   
  CR 5
  XP 1,600
  Drow bard (arcane duelist) 2/inquisitor (sanctified slayer) 4
  LG Medium humanoid (elf)
  Init +5; Senses low-light vision; Perception +14
   
  AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
  hp 27 (6d8)
  Fort +4, Ref +6, Will +10; +2 vs. enchantments
  Immune sleep; SR 12
   
  Speed 30 ft.
  Melee mwk spiral rapier +7 (1d6/18-20)
  Ranged mwk hand crossbow +7 (1d4/19-20)
  Special Attacks bardic performance 9 rounds/day (distraction, 
  fascinate [DC 14], inspire courage +1, rallying cry), sneak attack 
  +2d6, studied target +1 (1st, move action)
  Spell-Like Abilities (CL 6th; concentration +9)
     1/day—dancing lights, darkness, faerie fire
  Inquisitor Spell-Like Abilities (CL 4th; concentration +7)
     At will—detect alignment
  Bard (Arcane Duelist) Spells Known (CL 2nd; concentration +5)
     1st (3/day)—charm person (DC 14), comprehend languages, sleep 
  (DC 14)
     0 (at will)—daze (DC 13), mage hand, message, open/close (DC 
  13), prestidigitation
  Inquisitor (Sanctified Slayer) Spells Known (CL 4th; 
  concentration +7)
     2nd (2/day)—hold person (DC 15), zone of truth (DC 15)
     1st (4/day)—barbed chains (DC 14), command (DC 14), cure light 
  wounds, sanctuary (DC 14)
     0 (at will)—brand (DC 13), detect magic, guidance, read magic, 
  resistance, stabilize
     Domain Justice inquisition
   
  Str 10, Dex 15, Con 10, Int 8, Wis 16, Cha 16
  Base Atk +4; CMB +4; CMD 16
  Feats Accomplished Sneak Attacker, Arcane Strike, Combat 
  Casting, Crowd Control, Two-weapon Fighting, Weapon 
  Finesse
  Skills Acrobatics +5, Bluff +7, Craft (alchemy) +8, Diplomacy +12, 
  Disguise +7, Intimidate +5, Knowledge (arcana) +5, Knowledge 
  (religion) +5, Perception +14, Sense Motive +14, Stealth +5; 
  Racial Modifiers +2 Perception
  Languages Common, Elven
  SQ judicious force, monster lore +3, poison use, solo tactics, stern 
  gaze +2, surface infiltrator, track +2
  Combat Gear investigator’s staff, drow poison (13); Other Gear 
  +1 lamellar (leather) armor, crossbow bolts (20), mwk hand 
  crossbow, mwk spiral rapier, handy haversack, average lock (2), 
  fetters, masterwork (barbed), manacles, masterwork (barbed), 
  spider’s silk rope (50 ft.), 23 gp, 2 cp
  Special Abilities
  Special Abilities
  Crowd Control +2 to CMD vs. Acrobatic checks to avoid AoO, +2  
  per additional adjacent ally.
  Judicious Force (3/day) (Su) Immediate, if self or ally in 10 ft 
  makes a critical threat gain +4 to confirm.
  Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a 
  InvestIgator’s staff
  InvestIgator’s staff
  Aura moderate divination; CL 7th; Slot none;  
  Price 14,400 gp; Weight 5 lbs.
  The investigator’s staff allows use of the following spells: 
  Invisibility (2 charges)
  Locate Object (2 charges)
  See Invisibility (2 charges)
  Clairaudience / Clairvoyance (3 charges)
  Nondetection (3 charges)
  Scrying (3 charges)
  Arcane Eye (4 charges)
  Feats Craft Staff; arcane eye, clairaudience / clairvoyance, 
  invisibility, locate object, nondetection, scrying, see invisibility;  
  Cost 8,450 gp
  
  Fortune Hunters
  Fortune Hunters|23
  |23
  Move action, gain +1 to att/dam & some skills vs. them.
  Track +2 Add the listed bonus to Survival checks made to track.
  Now a senior investigator and thought by many to one day be destined 
  for the office of Chief Constable, Mattea Theasen has grown into a far more 
  compassionate and pragmatic individual than she was earlier in her career. 
  Though she is scarred, tough and uncompromising in her pursuit of criminals, 
  she has learned much about forgiveness and understanding. While others who 
  enforce the law may have become more cynical and grim-hearted, Theasen 
  appears to have gone in the other direction, and today is a dedicated defender 
  of the weak and the downtrodden, willing to overlook or lend help to those 
  whom circumstances force into illegal acts. Crime bosses, killers, career 
  criminals and others should not rely on her merciful streak however, for she 
  also knows the difference between the unlucky, the ignorant and the truly evil. 
  She continues to wield her trusty investigator’s staff and a +2 rapier, a gift 
  from her grateful fellow Constables.
  MATTEA THEASEAN 
   
  CR 9
  MATTEA THEASEAN 
   
  CR 9
  XP 6,400
  Drow bard (arcane duelist) 5/inquisitor (sanctified slayer) 4/mystic 
  theurge 1
  NG Medium humanoid (elf)
  Init +6; Senses low-light vision; Perception +18
   
  AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
  hp 44 (10 HD; 1d6+9d8)
  Fort +5, Ref +8, Will +12; +2 vs. enchantments
  Immune sleep; SR 16
   
  Speed 30 ft.
  Melee +2 spiral rapier +11/+6 (1d6 + 2/18-20)
  Ranged mwk hand crossbow +10 (1d4/19-20)
  Special Attacks bardic performance 15 rounds/day (distraction, 
  fascinate [DC 15], inspire competence +2, inspire courage +2, 
  rallying cry), sneak attack +3d6, studied target +1 (1st, move 
  action)
  Spell-Like Abilities (CL 10th; concentration +13)
     1/day—dancing lights, darkness, faerie fire
  Inquisitor Spell-Like Abilities (CL 5th; concentration +8)
     At will—detect alignment
  Bard (Arcane Duelist) Spells Known (CL 6th; concentration 
  +9)
     2nd (4/day)—bladed dash, enchantment sight, enthrall (DC 15), 
  mirror image
     1st (5/day)—charm person (DC 14), comprehend languages, ears 
  of the city, sleep (DC 14)
     0 (at will)—daze (DC 13), know direction, mage hand, message, 
  open/close (DC 13), prestidigitation
  Inquisitor (Sanctified Slayer) Spells Known (CL 5th; 
  concentration +8)
     2nd (3/day)—demand offering (DC 15), hold person (DC 15), zone 
  of truth (DC 15)
     1st (5/day)—barbed chains (DC 14), command (DC 14), cure light 
  wounds, sanctuary (DC 14)
     0 (at will)—brand (DC 13), detect magic, guidance, read magic, 
  resistance, stabilize
     Domain Justice inquisition
   
  Str 10, Dex 16, Con 10, Int 8, Wis 16, Cha 16
  Base Atk +6; CMB +6; CMD 19
  Feats Accomplished Sneak Attacker, Arcane Strike, Combat 
  Casting, Crowd Control, Precise Strike, Treacherous Toxin, Two-
  weapon Fighting, Weapon Finesse
  Skills Acrobatics +6, Bluff +7, Craft (alchemy) +12, Diplomacy 
  +16, Disguise +7, Intimidate +5, Knowledge (arcana) +5, 
  Knowledge (religion) +5, Perception +18, Sense Motive +18, 
  Stealth +6; Racial Modifiers +2 Perception
  Languages Common, Elven
  SQ arcane bond - +2 spiral rapier, combined spells, judicious force, 
  monster lore +3, poison use, solo tactics, stern gaze +2, surface 
  infiltrator, track +2
  Combat Gear investigator’s staff, blue whinnis (2), deathblade; 
  Other Gear +1 lamellar (leather) armor, +2 spiral rapier, 
  crossbow bolts (20), mwk hand crossbow, handy haversack, 3 gp, 
  4 cp
  Special Abilities
  Special Abilities
  Arcane Bond - +2 spiral rapier (1/day) At 5th level, an arcane 
  duelist gains the arcane bond ability as a wizard, using a 
  weapon as his bonded item, allowing him to cast any one 
  additional spell that he knows once per day. He may us the hand 
  holding his bonded weapon for somatic components.
  Combined Spells (1st) (Su) You can cast the spells of one 
  spellcasting class using another classes’ slots.
  Crowd Control +2 to CMD vs. Acrobatic checks to avoid AoO, +2 
  per additional adjacent ally.
  Judicious Force (3/day) (Su) Immediate, if self or ally in 10 ft 
  makes a critical threat gain +4 to confirm.
  Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a 
  Move action, gain +1 to attack / damage & some skills vs. them.
  Treacherous Toxin (+2/max DC 20) Forgo Sneak Attack damage to 
  increase poison DC by 1 per d6 sacrificed.
  minTra Kohler
  minTra Kohler
  A very pale woman stands unassumingly off to one side, quietly watching 
  her surroundings. While very tall and lanky, she is clearly very fit and athletic. 
  She wears a loosely fitting pair of dark pants and wears her black and white 
  hair pulled up high on the back of her head, held in place by two ornately 
  carved hairpins. She carries a simple drawstring bag on her back and leans 
  against a long quarterstaff made of blackened ironwood. But it is her cold, 
  emotionless black eyes, when she turns her attention to you, that are the most 
  off-putting, especially since her expressionless face does nothing to ease the 
  unnerving tension caused by her stare.
  When Mintra was just a girl, growing up in the Skyforge of the Blue 
  Soul monastery far to the East, she was part of a small group of youths that 
  experienced a deadly malady. This sickness caused them all to fall into a deep 
  sleep and caused the blood in their veins to harden, almost as hard as stone. 
  Half of the young ones died as a result, but those that recovered and awakened 
  spoke of a shadowy fog-filled wood and a dark voice calling out to them. As 
  the years passed, each of the children that had been affected by the “Stone 
  Blood Curse” had their memories of the incident washed away, suppressed 
  deep into the recesses of their mind… but not Mintra. Every night since she 
  reawakened, she dreamed of that voice in the dark forest calling out to her, and 
  while it frightened her, she felt drawn to it and compelled to seek it out. When 
  Mintra came of age, she left the monastery to search for answers and to gain 
  knowledge of how to fill the hole she felt in her soul.
  MINTRA KOHLER 
  CR 2
  MINTRA KOHLER 
  CR 2
  XP 600
  Human unchained monk 3
  LN Medium humanoid (human)
  Init +2; Senses Perception +9
   
  AC 16, touch 15, flat-footed 14 (+1 armor, +2 Dex, +3 Wis)
  hp 23 (3d10+6)
  Fort +4 (+1 to saves vs. poison, disease, starvation, fatigue, & 
  exhaustion for 24 hours after meditation), Ref +5, Will +4 (+1 
  bonus vs. charm, compulsion, emotion and fear effects for 24 
  hours after meditating)
  Defensive Abilities evasion
   
  Speed 40 ft.
  Melee mwk ironwood bo staff +5/+5 (1d6 + 1) or
     unarmed strike +4/+4 (1d6 + 1)
  Ranged light crossbow +5 (1d8/19-20)
  Special Attacks flurry of blows, stunning fist (3/day, DC 14)
   
  Str 13, Dex 14, Con 12, Int 10, Wis 17, Cha 8
  Base Atk +3; CMB +4; CMD 19
  Feats Accursed, Body Control, Endurance, Improved Unarmed 
  Strike, Meditation Master, Mindful Meditation, Stunning Fist
  Skills Acrobatics +2 (+6 to jump), Intimidate +5, Knowledge 
  (history) +6, Perception +9, Sense Motive +9, Stealth +8
  Languages Common
  SQ fast movement (unchained), ki pool (4 points, magic)
  Other Gear crossbow bolts (10), light crossbow, mwk ironwood bo 
  staff, bracers of armor +1, backpack, belt pouch, blanket, hemp 
  rope (50 ft.), soap, torch (10), trail rations (5), waterskin, 5 gp
  
  24|Fortune Hunters
  24|Fortune Hunters
  Special Abilities
  Special Abilities
  Accursed (SR 8 vs. all magic) SR 8 vs. all magic but your own that 
  can’t be lowered, even voluntarily.
  Body Control Need half as much food, water, and sleep to heal, to 
  prepare spells, and to avoid starvation, dehydration, fatigue.
  Meditation Master Meditate 1 hour after 8 hours of rest to get +1 
  Insight bonus to any roll over next day.
  Mindful Meditation (+1/+5) Bonus on Will Saves vs. charm, 
  compulsion, and fear, increased DC to demoralize you.
  Still new to the Cat’s Cradle region, Mintra the monk has struggled to find her 
  place. A region of progress, with its bustling commerce and daily turn around of 
  travelers, both to and from the city itself, she quickly realized that the answers 
  she was seeking would not come easily. But she knows she is in the right place, 
  for the world seems more in focus for her than ever before since leaving the 
  Skyforge of the Blue Soul monastery. Not only that, but the voice from her 
  dreams is now clearer than ever before, it’s dark song filling her with purpose 
  and calling to her from the wilderness beyond the city walls. Not from the lakes, 
  not the hills and salt mines, but from the forest that the power has been pulling 
  at her mind. In addition, a name has come to her that she cannot shake: The 
  Shrouded Ruins of Atenam. Whether this name came to her in her sleep, or if 
  she gleaned it off a strange wayfaring traveler, she cannot say, but as soon as 
  her heard it, it was as if a gong had been struck within her heart and her head. 
  She knew that if she found this place, her questions would finally be answered.
  MINTRA KOHLER 
  CR 5
  MINTRA KOHLER 
  CR 5
  XP 1,600
  Human unchained monk 6
  LN Medium humanoid (human)
  Init +2; Senses Perception +13
   
  AC 19, touch 18, flat-footed 17 (+1 armor, +1 deflection, +2 Dex, +1 
  monk, +4 Wis)
  hp 45 (6d10+12)
  Fort +7 (+1 to saves vs. poison, disease, starvation, fatigue, & 
  exhaustion for 24 hours after meditation), Ref +8, Will +7 (+2 
  bonus vs. charm, compulsion, emotion and fear effects for 24 
  hours after meditating); +2 vs. enchantments
  Defensive Abilities evasion; Immune disease; Resist cold 5 fire 
  5 for 24 hours after meditating
   
  Speed 50 ft.
  Melee mwk ironwood bo staff +8/+8/+3 (1d6 + 1) or
     unarmed strike +7/+7/+2 (1d8 + 1)
  Ranged light crossbow +8 (1d8/19-20)
  Special Attacks flurry of blows, stunning fist (6/day, DC 17), style 
  strike
  Monk (Unchained) Spell-Like Abilities (CL 6th; concentration 
  +5)
     —barkskin (self only, 1 ki)
   
  Str 13, Dex 14, Con 12, Int 10, Wis 18, Cha 8
  Base Atk +6; CMB +7; CMD 25
  Feats Accursed, Bend With The Wind, Body Control, Combat 
  Meditation, Endurance, Improved Unarmed Strike, Meditation 
  Master, Mindful Meditation, Stunning Fist
  Skills Acrobatics +2 (+10 to jump), Intimidate +8, Knowledge 
  (history) +9, Perception +13, Sense Motive +13, Stealth +11
  Languages Common
  SQ fast movement (unchained), ki pool (7 points, magic), ki powers 
  (qinggong power, wholeness of body), style strike (shattering 
  punch)
  Other Gear crossbow bolts (10), light crossbow, mwk ironwood 
  bo staff, bracers of armor +1, cloak of resistance +1, ring of 
  protection +1, backpack, belt pouch, blanket, hemp rope (50 ft.), 
  soap, torch (10), trail rations (5), waterskin, 5 gp
  Special Abilities
  Special Abilities
  Accursed (SR 11 vs. all magic) SR 11 vs. all magic but your own 
  that can’t be lowered, even voluntarily.
  Barkskin (self only, 1 Ki) (Sp) Self Only. Costs 1 ki point to 
  activate.
  Bend with the Wind Gain cold and fire resistance 5 for 24 hours 
  after meditating.
  Body Control Need half as much food, water, and sleep to heal, to 
  prepare spells, and to avoid starvation, dehydration, fatigue.
  Combat Meditation (6 rounds, 4/day) Can lose Med. Master bonus 
  to roll a check 2x. As a full round action, count as meditated for 
  1 round/level.
  Meditation Master Meditate 1 hour after 8 hours of rest to get +1 
  Insight bonus to any roll over next day.
  Mindful Meditation (+2/+6) Bonus on Will Saves vs. charm, 
  compulsion, and fear, increased DC to demoralize you.
  Shattering Punch On fist hit, ignore DR and hardness for damage.
  Wholeness of Body (1d8+6 hp) (Su) As a standard action, use 2 ki 
  to heal damage to self.
  Mintra the Unburnt is the guardian of the hidden Atenam Grove in the 
  Cantricle Forest, acting as a bodyguard and scout, but also as a thug enforcer 
  and kidnapper for her new masters. Freshly imbued with a fiendish blessing by 
  an Archdruid of the Order of the Old Oak, for loyalty and services rendered, 
  she has started down the path to become one with the entity that reached 
  out to her all those years ago. While Mintra herself is not a cleric or druid, 
  she has used the energies granted to her to finely hone her martial prowess 
  and to further perfect her body and mind. Often roaming the streets of Cat’s 
  Cradle, or frequenting popular taverns within the city, she likes to keep tabs 
  on newcomers into the area, or for potential marks she can knock out and take 
  back to the druids of the wood. While she is more than capable of handling 
  herself in a fight, she always has a small squad of young druid acolytes and 
  cutthroats with her, awaiting her signal. Recently, Mintra has been laying low 
  as she recently kidnapped the daughter of a local noble, Willowren Skystar, 
  and smuggled her into the forest.
  MINTRA THE UNBURNT 
  CR 9
  MINTRA THE UNBURNT 
  CR 9
  XP 6,400
  Human unchained monk 10
  LE Medium humanoid (human)
  Init +2; Senses Perception +17
   
  AC 20, touch 19, flat-footed 18 (+1 armor, +1 deflection, +2 Dex, +2 
  monk, +4 Wis)
  hp 75 (10d10+20)
  
  Fortune Hunters
  Fortune Hunters|25
  |25
  Fort +9 (+1 to saves vs. poison, disease, starvation, fatigue, & 
  exhaustion for 24 hours after meditation), Ref +10, Will +8 (+3 
  bonus vs. charm, compulsion, emotion and fear effects for 24 
  hours after meditating); +2 vs. enchantments
  Defensive Abilities improved evasion; Immune disease; Resist 
  cold 5 fire 5 for 24 hours after meditating
   
  Speed 60 ft.
  Melee +1 ironwood bo staff +13/+13/+8 (1d6 + 4) or
     unarmed strike +13/+13/+8 (1d10 + 3)
  Ranged light crossbow +12 (1d8/19-20)
  Special Attacks flurry of blows, stunning fist (10/day, DC 19), 
  style strike
  Monk (Unchained) Spell-Like Abilities (CL 10th; 
  concentration +9)
     —barkskin (self only, 1 ki)
     —discordant blast (2 ki)
   
  Str 14, Dex 14, Con 12, Int 10, Wis 18, Cha 8
  Base Atk +10; CMB +12; CMD 31
  Feats Accursed, Bend With The Wind, Body Control, Combat 
  Meditation, Endurance, Extended Combat Meditation, Improved 
  Unarmed Strike, Meditation Master, Mindful Meditation, 
  Perfect Awareness, Slow Time, Stunning Fist
  Skills Acrobatics +2 (+14 to jump), Intimidate +12, Knowledge 
  (history) +13, Perception +17, Sense Motive +17, Stealth +15, 
  Survival +4 (+5 to navigate in the wilderness in Cat’s Cradle)
  Languages Common
  SQ fast movement (unchained), ki pool (9 points, cold iron, lawful, 
  magic, silver), ki powers (ki visions, qinggong power, qinggong 
  power, wholeness of body), style strikes (foot stomp, shattering 
  punch)
  Combat Gear caltrops; Other Gear +1 ironwood bo staff, 
  crossbow bolts (10), light crossbow, amulet of mighty fists +1, 
  bracers of armor +1, cloak of resistance +1, ring of protection +1, 
  area map, average lock, backpack, belt pouch, blanket, chain (10 
  ft.), fetters, hemp rope (50 ft.), manacles, soap, torch (10), trail 
  rations (5), waterskin, 6 gp
  Special Abilities
  Special Abilities
  Accursed (Completed) (limited SR 21) SR 21 vs. harmful 
  enchantment, necromancy, and transumation spells and spell-
  like abilities
  Bend with the Wind Gain cold and fire resistance 5 for 24 hours 
  after meditating.
  Body Control Need half as much food, water, and sleep to heal, to 
  prepare spells, and to avoid starvation, dehydration, fatigue.
  Combat Meditation (14 rounds, 4/day) Can lose Med. Master 
  bonus to roll a check 2x. As a full round action, count as 
  meditated for 1 round / level.
  Extended Combat Meditation The benefit from Combat Meditation 
  is extended by a number of rounds equal to your Wisdom bonus.
  Foot Stomp On kick hit, foe can only move to adjacent squares for 
  1 round unless use standard action to break free.
  Ki Visions (Su) While sleep, use 2 ki from next day’s pool to gain 
  divination effect.
  Meditation Master Meditate 1 hour after 8 hours of rest to get +1 
  Insight bonus to any roll over next day.
  Mindful Meditation (+3/+7) Bonus on Will Saves vs. charm, 
  compulsion, and fear, increased DC to demoralize you.
  Perfect Awareness (1/day) Move action: Take 20 on perception 
  check.
  Shattering Punch On fist hit, ignore DR and hardness for damage.
  Slow Time (1/day) (Ex) After using Combat Meditation: Gain 
  effects of haste for 1 round / 2 levels.
  Stunning Fist (10/day, DC 19) You can stun an opponent with an 
  unarmed attack.
  Wholeness of Body (1d8+10 hp) (Su) As a standard action, use 2 ki 
  to heal damage to self.
  oJa Korbis
  oJa Korbis
  This nimble half-elven woman smirks at you from the rafters before falling 
  backward into a double somersault and lands effortly on her feet. Wearing leather 
  armor, loose attire, and a belt of knives around her waist, this olive-skinned 
  woman ties a blue sash around her head to keep her flowing black hair out of her 
  eyes before giving another sly smile. “Wotcher!” She flips a pair of daggers out 
  of their sheathes, inspects the blades, then returns them with a spinning flourish. 
  An orphan and runaway, Oja has always been tough and independent, but 
  in spite of the hardships of her youth, she has never let her positive attitude 
  be diminished. Able to make friends wherever she has traveled, Oja is bold 
  and outgoing, and never backs down from opposition. As she tends to have an 
  affinity with the downtrodden, poor, and “the little guy”, Oja has been known 
  to partake in heists or jobs against wealthy targets that she can then turn around 
  and generously give back to those in need. 
  Although she has only been in Cat’s Cradle a short while, Oja has 
  quickly learned who to trust and who to avoid in town and can serve as a 
  guide for other newcomers. She helps gather information for Jall Kukrich, 
  has a passing friendship with Valdrin Hoff, and is an acquaintance with 
  Garron Thorn (with whom she respectfully keeps out of his business, despite 
  having “acquired” a few items for him when she first arrived in town).  
  OJA KORBIS, THE BLUE FOX 
  CR 2
  OJA KORBIS, THE BLUE FOX 
  CR 2
  XP 600
  Half-elf vigilante (psychometrist) 3
  CG Medium humanoid (elf, human)
  Init +3; Senses low-light vision; Perception +7
   
  AC 17, touch 13, flat-footed 14 (+3 armor, +3 Dex, +1 shield)
  hp 17 (3d8+3)
  Fort +2, Ref +6, Will +2; +2 vs. enchantments
  Immune sleep
   
  Speed 30 ft.
  Melee mwk dagger +2 (1d4/19-20), mwk rapier +2 (1d6 + 1/18-20) or
     mwk rapier +4 (1d6 + 1/18-20) or
     mwk dagger +4 (1d4 + 1/19-20)
  
  26|Fortune Hunters
  26|Fortune Hunters
  Ranged mwk composite shortbow +6 (1d6 + 1/×3)
  Special Attacks hidden strike +2d8/+2d4
   
  Str 13, Dex 17, Con 12, Int 14, Wis 8, Cha 10
  Base Atk +2; CMB +3; CMD 16
  Feats Psychic Sensitivity, Skill Focus (Sense Motive), Two-weapon 
  Defense, Two-weapon Fighting
  Skills Acrobatics +9, Appraise +8, Diplomacy +6, Disable Device +11, 
  Disguise +6 (+26 to appear as part of polite society while in your social 
  identity), Intimidate +0 (+4 in your Cat’s Cradle while in your vigilante 
  identity), Knowledge (local) +8, Perception +7, Sense Motive +8, 
  Stealth +9; Racial Modifiers +2 Perception
  Languages Common, Dwarven, Elven, Gnome
  SQ dual identity, elf blood, implement chooser, mental focus (3/day), 
  object reading, social talent (renown), vigilante specialization (stalker)
  Other Gear mwk studded leather, mwk composite shortbow (+1 Str), 
  mwk dagger, mwk dagger, mwk rapier, masterwork thieves’ tools, 1 gp
  Special Abilities
  Special Abilities
  Dual Identity (Ex) Each identity maintains own alignment, can 
  switch over 1 min. Magical means treat an ID as nonexistent 
  while not adopted.
  Hidden Strike +2d8/+2d4 Extra damage vs. unaware/startled foes, 
  less vs. flat-footed/flanked foes.
  Mental Focus (3/day) (Su) You have a pool of points that activate 
  your focus powers.
  Object Reading (Su) Examine an object for 1 minute to learn 
  properties, history, and about last user.
  Renown +4 (Cat’s Cradle) (Ex) 1-week action, in chosen community 
  +1 default attitude in social ID, bonus to Intimidate in vigilante 
  ID.
  Sudden Insight +1 (Sp) Swift action & 1 focus: Gain insight bonus 
  to one ability or skill check, or attack before end of turn.
  Oja Korbis, under the guise of the masked vigilante known as the Blue 
  Fox, has made a name for herself by stealing from the rich and powerful to 
  provide support for the orphanages, street urchins, and other poor folk in Cat’s 
  Cradle and surrounding locales. While “on the job” she tends to work alone, 
  Oja still maintains her contacts with the other prominent information brokers 
  and thieves in town as well as making sure not to step on any toes. She has a 
  more strained relationship with the authorities of town, as her activities have 
  gotten more and more illegal of late. 
  Through her various heists, Oja has begun to hone her knowledges and 
  has become a bit of an amateur historian when it comes to pieces of art, rare 
  components, and magic items. She usually fences her items through Jall 
  Kukrich, although lately she has been acquiring some otherworldly pieces 
  of art that she has decided to keep to herself to investigate more. Should 
  any players wish to assist her in her investigations, or should they come 
  across any such items themselves, Oja will offer compensation for them. 
  OJA KORBIS, THE BLUE FOX 
  CR 5
  OJA KORBIS, THE BLUE FOX 
  CR 5
  XP 1,600
  Half-elf vigilante (psychometrist) 6
  CG Medium humanoid (elf, human)
  Init +4; Senses low-light vision; Perception +10
   
  AC 19, touch 14, flat-footed 15 (+4 armor, +4 Dex, +1 shield)
  hp 33 (6d8+6)
  Fort +3, Ref +9, Will +4; +2 vs. enchantments
  Immune sleep
   
  Speed 30 ft.
  Melee +1 rapier +4 (1d6 + 2/18-20), mwk dagger +4 (1d4/19-20) or
     mwk dagger +6 (1d4 + 1/19-20) or
     +1 rapier +6 (1d6 + 2/18-20)
  Ranged mwk composite shortbow +9 (1d6 + 1/×3)
  Special Attacks hidden strike +3d8/+3d4, startling appearance
   
  Str 13, Dex 18, Con 12, Int 14, Wis 8, Cha 10
  Base Atk +4; CMB +5; CMD 19
  Feats Combat Reflexes, Dagger Defense, Psychic Sensitivity, 
  Skill Focus (Sense Motive), Two-weapon Defense, Two-weapon 
  Fighting
  Skills Acrobatics +13, Appraise +11, Bluff +6 (+9 to appear 
  knowledgeable in Appraise, Craft (all), and Knowledge (all)), 
  Diplomacy +6, Disable Device +15, Disguise +9 (+29 to appear 
  as part of polite society while in your social identity), Intimidate 
  +0 (+4 in your Cat’s Cradle while in your vigilante identity), 
  Knowledge (history) +8, Knowledge (local) +8, Perception +10, 
  Sense Motive +11, Stealth +13; Racial Modifiers +2 Perception
  Languages Common, Dwarven, Elven, Gnome
  SQ dual identity, elf blood, implement chooser, mental focus (5/
  day), object reading, social talents (renown, well-known expert), 
  vigilante specialization (stalker), vigilante talent (vigilante’s 
  reflexes)
  Other Gear +1 studded leather, +1 rapier, mwk composite 
  shortbow (+1 Str), mwk dagger, mwk dagger, masterwork 
  thieves’ tools, 1 gp
  Special Abilities
  Special Abilities
  Dagger Defense Fight defensively with your dagger while fighting 
  normally with your primary weapon.
  Dual Identity (Ex) Each identity maintains own alignment, can 
  switch over 1 min. Magical means treat an ID as nonexistent 
  while not adopted.
  Hidden Strike +3d8/+3d4 Extra damage vs. unaware/startled foes, 
  less vs. flat-footed/flanked foes.
  Legacy Weapon +2 (Su) 1 focus: weapon touched gains 
  enhancement bonus plus a special ability.
  Mental Focus (5/day) (Su) You have a pool of points that activate 
  your focus powers.
  Mind Eye (6 minutes, DC 15) (Sp) 1 focus: Create magical eye that 
  scouts for you.
  Object Reading (Su) Examine an object for 1 minute to learn 
  properties, history, and about last user.
  Renown +4 (Cat’s Cradle) (Ex) 1-week action, in chosen community 
  +1 default attitude in social ID, bonus to Intimidate in vigilante 
  ID.
  Startling Appearance (Ex) Attacking unaware foe makes them flat-
  footed and they have -4 to attack you for 1 round.
  Sudden Insight +3 (Sp) Swift action & 1 focus: Gain insight bonus 
  to one ability or skill check, or attack before end of turn.
  Two-Weapon Defense +1 to AC while wielding 2 weapons. +2 when 
  doing so defensively.
  Well-Known Expert (Ex) Can take 10 on aid another for Appraise/
  Craft/Knowledge, aided ally can retry Knowledge check. Aid 
  another bonus increases to +3.
  Oja Korbis has recently broken her way out of the Cat’s Cradle jail with the help 
  of a handful of orphans and street urchins and is on the lam. Luckily, her persona 
  as the Blue Fox was not compromised, so she is able to operate in disguise as 
  she investigates who betrayed her and framed her for the murder of a alchemist 
  within the city limits (a halfling fellow by the name of Adric Waterhouse). Oja 
  suspects her framing has something to do with the mysterious statuettes and 
  trinkets she has been finding circulating around town. These items give her a 
  growing concern that there is a gathering of a dark organization or guild that is 
  starting to operate in the area. Does this have something to do with the mining 
  and salts of the region? Or is there something more sinister afoot? The Blue 
  Fox does not know but hopes that she can uncover what is really happening. 
  OJA KORBIS, THE BLUE FOX 
  CR 9
  OJA KORBIS, THE BLUE FOX 
  CR 9
  XP 6,400
  Half-elf vigilante (psychometrist) 10
  CG Medium humanoid (elf, human)
  Init +8; Senses darkvision 90 ft., low-light vision; Perception +14
   
  AC 21, touch 15, flat-footed 17 (+4 armor, +1 deflection, +4 Dex, +1 
  natural, +1 shield)
  hp 55 (10d8+10)
  Fort +4, Ref +11, Will +6; +2 vs. enchantments
  Immune sleep
   
  Speed 30 ft.
  Melee +1 rapier +8/+3 (1d6 + 3/18-20), +1 dagger +8/+3 (1d4 + 
  2/19-20) or
     +1 dagger +10/+5 (1d4 + 3/19-20) or
     +1 rapier +10/+5 (1d6 + 3/18-20)
  
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  Ranged mwk composite shortbow +12/+7 (1d6 + 1/×3)
  Special Attacks hidden strike +5d8/+5d4, startling appearance
   
  Str 14, Dex 18, Con 12, Int 14, Wis 8, Cha 10
  Base Atk +7; CMB +9; CMD 24
  Feats Combat Reflexes, Dagger Defense, Improved Initiative, 
  Improved Two-weapon Fighting, Psychic Sensitivity, Skill Focus 
  (Sense Motive), Two-weapon Defense, Two-weapon Fighting
  Skills Acrobatics +17, Appraise +11 (+15 when in your social 
  identity), Bluff +6 (+11 to to appear knowledgeable in Appraise, 
  Craft (all), and Knowledge (all)), Diplomacy +13, Disable Device 
  +19, Disguise +9 (+29 to appear as part of polite society while 
  in your social identity), Intimidate +5 (+11 in your Cat’s Cradle 
  while in your vigilante identity), Knowledge (history) +15 (+19 
  when in your social identity), Knowledge (local) +8, Perception 
  +14, Sense Motive +18 (+22 when in your social identity), 
  Stealth +17; Racial Modifiers +2 Perception
  Languages Common, Dwarven, Elven, Gnome
  SQ dual identity, elf blood, implement chooser, mental focus (7/
  day), object reading, social grace, social talents (great renown, 
  renown, social grace, well-known expert), vigilante specialization 
  (stalker), vigilante talents (shadow’s sight, up close and 
  personal, vigilante’s reflexes)
  Other Gear +1 studded leather, +1 dagger, +1 dagger, +1 rapier, 
  mwk composite shortbow (+1 Str), amulet of natural armor +1, 
  ring of protection +1, concealable thieves’ tools, 11 gp
  Special Abilities
  Special Abilities
  Combat Reflexes (6 AoO/round) Can make extra attacks of 
  opportunity/round, and even when flat-footed.
  Dagger Defense Fight defensively with your dagger while fighting 
  normally with your primary weapon.
  Dual Identity (Ex) Each identity maintains own alignment, can 
  switch over 1 min. Magical means treat an ID as nonexistent 
  while not adopted.
  Hidden Strike +5d8/+5d4 Extra damage vs. unaware/startled foes, 
  less vs. flat-footed/flanked foes.
  Legacy Weapon +2 (Su) 1 focus: weapon touched gains 
  enhancement bonus plus a special ability.
  Mental Focus (7/day) (Su) You have a pool of points that activate 
  your focus powers.
  Mind Eye (10 minutes, DC 17) (Sp) 1 focus: Create magical eye 
  that scouts for you.
  Object Reading (Su) Examine an object for 1 minute to learn 
  properties, history, and about last user.
  Startling Appearance (Ex) Attacking unaware foe makes them flat-
  footed and they -4 to attack you for 1 round.
  Sudden Insight +5 (Sp) Swift action & 1 focus: Gain insight bonus 
  to one ability or skill check, or attack before end of turn.
  Two-Weapon Defense +1 to AC while wielding 2 weapons. +2 when 
  doing so defensively.
  Up Close and Personal +5d8/+5d4 (Ex) As a swift action when use 
  Acrobatics to move through foe space, make attack with hidden 
  strike damage.
  Well-Known Expert (Ex) Can take 10 on aid another for Appraise/
  Craft/Knowledge, aided ally can retry Knowledge check. Aid 
  another bonus increases to +3.
  The raven
  The raven
  The rogue simply known as “the Raven” lurks silently in the shadows, 
  almost becoming one with the darkness. They wear a plague doctor style black 
  leather mask to obscure their facial features. Their lithe, muscular form is 
  dressed in masterfully crafted black and silver leather armor, and they are 
  wearing a wide brim hat and cloak. Adorned with countless throwing blades, 
  they also use a rapier and scimitar in melee combat, and a longbow and quiver 
  of black-fletched arrows can also be seen hanging off their back.
  This leather-clad elf with the blonde and pink hair and a scarred face 
  typically keeps to themselves in the corner of the tavern, drinking their bitter 
  tea and munching on dried fruit. If offered food or drink more delicious than 
  what they are currently imbibing, the Raven declines in a quiet voice, just 
  above a whisper, stating that they don’t have a taste for such things. In any 
  case, the lithe rogue doesn’t balk at company, nor overtly shy away direct 
  conversation, despite looking uncomfortable at direct contact with people. 
  Originally from the town of Dancer to the, the Raven not only came to Cat’s 
  Cradle looking for work, but also to find a couple of cousins of theirs that came 
  to the region and then went missing.
  THE RAVEN 
  CR 2
  THE RAVEN 
  CR 2
  XP 600
  Elf unchained rogue 3
  LN Medium humanoid (elf)
  Init +3; Senses low-light vision; Perception +9
   
  AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
  hp 20 (3d8+6)
  Fort +2, Ref +6, Will +2; +2 vs. enchantments
  Defensive Abilities danger sense +1, evasion; Immune sleep
   
  Speed 30 ft.
  Melee mwk rapier +2 (1d6 + 3/18-20), mwk scimitar +0 (1d6/18-
  20) or
     dagger +5 (1d4 + 1/19-20) or
     mwk rapier +6 (1d6 + 3/18-20) or
     mwk scimitar +4 (1d6 + 1/18-20)
  Ranged dagger +5 (1d4 + 1/19-20) or
     mwk composite longbow +6 (1d8 + 1/×3)
  Special Attacks sneak attack +2d6
   
  Str 13, Dex 17, Con 12, Int 12, Wis 12, Cha 8
  Base Atk +2; CMB +3; CMD 16
  Feats Martial Weapon Proficiency (scimitar), Point-Blank Shot, 
  Two-weapon Fighting, Weapon Finesse
  Skills Acrobatics +9, Disable Device +12, Disguise +5, Escape 
  Artist +9, Knowledge (local) +7, Perception +9, Sense Motive 
  +7, Sleight of Hand +9, Stealth +9; Racial Modifiers +2 
  Perception, +2 Spellcraft to identify magic item properties
  Languages Common, Dwarven, Elven
  SQ elven magic, rogue talent (combat trick), trapfinding +1
  Combat Gear potion of cure light wounds; Other Gear mwk 
  studded leather, arrows (20), dagger (8), mwk composite longbow 
  
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  (+1 Str), mwk rapier, mwk scimitar, bandolier, concealable 
  thieves’ tools, doctor’s mask, 32 gp, 5 sp
  Since they received their answers as to the fate of their lost kin, the Raven 
  has now a full-fledged mercenary-for-hire within the city and surrounding 
  areas of Cat’s Cradle. Almost exclusively wearing the trademark plague doctor 
  mask wherever they go, the Raven has earned the reputation of someone who 
  gets the job done. Whatever skills are lacking are overshadowed by the pure 
  determination the Raven exhibits in ensuring a job get done. While typically 
  any job is open for them, there is still a code that is followed: no robbing or 
  harming the poor and destitute, and no killing of innocents. While it cannot 
  be proved, it is rumored that certain members of the city guard have taken to 
  unofficially hiring the Raven to handle tough situations they find themselves 
  stuck in. Proficient in tracking, thieving, and combat, their skills are always 
  available to anyone who can pay the price: there is a designated offering box 
  in the Temple of Valdyr where those wishing to meet the Raven can leave a 
  written note proposing a business meeting.
  THE RAVEN 
  CR 5
  THE RAVEN 
  CR 5
  XP 1,600
  Elf unchained rogue 6
  LN Medium humanoid (elf)
  Init +4; Senses low-light vision; Perception +12
   
  AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
  hp 39 (6d8+12)
  Fort +3, Ref +9, Will +3; +2 vs. enchantments
  Defensive Abilities danger sense +2, evasion, uncanny dodge; 
  Immune sleep
   
  Speed 30 ft.
  Melee mwk rapier +7 (1d6 + 4/18-20), mwk scimitar +7 (1d6/18-
  20) or
     dagger +8 (1d4 + 1/19-20) or
     mwk rapier +9 (1d6 + 4/18-20) or
     mwk scimitar +9 (1d6 + 1/18-20)
  Ranged dagger +8 (1d4 + 1/19-20) or
     mwk composite longbow +9 (1d8 + 1/×3)
  Special Attacks sneak attack +3d6
   
  Str 13, Dex 18, Con 12, Int 12, Wis 12, Cha 8
  Base Atk +4; CMB +5; CMD 19
  Feats Martial Weapon Proficiency (scimitar), Point-Blank Shot, 
  Precise Shot, Two-weapon Fighting, Weapon Finesse
  Skills Acrobatics +13, Disable Device +18, Disguise +8, Escape 
  Artist +13, Knowledge (local) +10, Perception +12, Sense Motive 
  +10, Sleight of Hand +13, Stealth +13; Racial Modifiers +2 
  Perception, +2 Spellcraft to identify magic item properties
  Languages Common, Dwarven, Elven
  SQ debilitating injury: bewildered, debilitating injury: disoriented, 
  debilitating injury: hampered, elven magic, rogue talents 
  (combat trick, follow clues, just a face in the crowd), trapfinding 
  +3
  Combat Gear potion of invisibility; Other Gear mwk studded 
  leather, arrows (20), dagger (8), mwk composite longbow (+1 
  Str), mwk rapier, mwk scimitar, effortless lace, traveler’s any-
  tool, bandolier, concealable thieves’ tools, doctor’s mask, 32 gp, 
  5 sp
  Special Abilities
  Special Abilities
  Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak 
  attack damage takes AC penalty (more vs. striker) for 1 round.
  Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak 
  attack damage takes attack penalty (more vs. striker) for 1 
  round.
  Debilitating Injury: Hampered (Ex) Foe who takes sneak attack 
  damage has speed halved (and can’t 5 ft step) for 1 round.
  Follow Clues (Ex) Can follow tracks using Perception (rather than 
  survival).
  Just a Face in the Crowd +3 (Su) When 10+ creatures of own size 
  in 30 ft, gain listed bonus to Disguise/perception.
  As the years have progressed, the Raven has not only become a master thief, 
  but also a merciless killer. Because of the increase in their skillset, their loss of 
  morality, and also because of the fact that they no longer remove their plague 
  doctor mask under any circumstances, some say the current Raven is no longer 
  the original elven rogue, and that the one that is rumored to be striking from the 
  shadows throughout Cat’s Cradle is really someone (or something) else that 
  has simply taken up the mantle. Whether or not that is the case, the Raven still 
  acts as a mercenary-for-hire and is willing to do any deed that requires theft, 
  intimidation, maiming, or killing. No longer perturbed by the fact they often 
  get blamed for any random wonton deaths in the city and surrounding locales, 
  the Raven seems to embraced their new moniker an “Angel of Death”, using 
  this reputation to their benefit (either by getting more work, or by intimidating 
  payment out of scared individuals). 
  THE RAVEN 
  CR 9
  THE RAVEN 
  CR 9
  XP 6,400
  Yshkat assassin 5/unchained rogue 5
  NE Medium monstrous humanoid
  Init +3; Senses darkvision 60 ft.; Perception +14
   
  AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
  hp 67 (10d8+22)
  Fort +6, Ref +11, Will +5; +2 vs. poison, +2 vs. nauseating scents
  Defensive Abilities danger sense +1, evasion, improved uncanny 
  dodge; Immune filth fever
   
  Speed 30 ft.
  Melee +1 rapier +8/+3 (1d6 + 1/18-20), +1 scimitar +8 (1d6/18-20) 
  or
     +1 rapier +10/+5 (1d6 + 1/18-20) or
     +1 scimitar +10/+5 (1d6 + 1/18-20) or
     bite +9 (1d3), 2 claws +9 (1d4 + 3), sting +9 (1d3 plus poison)
  Ranged mwk shortbow +10/+5 (1d6/×3)
  Special Attacks death attack (DC 18), poison, sneak attack +6d6, 
  true death (DC 20)
  Spell-Like Abilities (CL 10th; concentration +9)
     Constant—blurred movement
     1/week—planar travel
   
  Str 10, Dex 16, Con 14, Int 16, Wis 12, Cha 8
  Base Atk +6; CMB +6; CMD 19
  Feats Martial Weapon Proficiency (scimitar), Murderous Sniper, 
  Planar Traveler, Point-Blank Shot, Precise Shot, Two-weapon 
  Fighting, Weapon Finesse
  Skills Acrobatics +16, Disable Device +20, Disguise +12, Escape 
  Artist +16, Knowledge (arcana) +4, Knowledge (local) +16, 
  Knowledge (planes) +4, Linguistics +11, Perception +14, Sense 
  Motive +14, Sleight of Hand +16 (+21 to hide weapons on body), 
  Stealth +16, Survival +1 (+3 outside your home plane); Racial 
  Modifiers +4 Linguistics
  Languages Abyssal, Celestial, Common, Dwarven, Elven, 
  Infernal, Yshkat
  SQ debilitating injury: bewildered, debilitating injury: 
  disoriented, debilitating injury: hampered, hidden weapons, 
  poison use, rogue talents (combat trick, quick disguise), 
  trapfinding +2
  Combat Gear elixir of hiding, potion of cure moderate wounds, 
  potion of invisibility, potion of reduce person; Other Gear 
  +1 studded leather, +1 rapier, +1 scimitar, arrows (20), mwk 
  shortbow, cloak of resistance +1, effortless lace, plaguebringer’s 
  mask, concealable thieves’ tools, 19 gp
  no longer  
  no longer  
  the BIrd of Yore
  the BIrd of Yore
  The original Raven has gone, but their mantle has been upheld by 
  someone else, a very adept Yshkat rogue, who uses the reputation 
  previously built up by the original Raven to get work. If the players 
  had any interactions with the original Raven, this new one does not 
  remember nor honor any previous dealings. Whether or not the original 
  Raven is somewhere still alive is up to your discretion.
  
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  |29
  Special Abilities
  Special Abilities
  Death Attack (1d6 + 5 rounds, DC 18) (Ex) You can kill or paralyze 
  for 1d6 + 5 rounds with a prepared sneak attack.
  Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak 
  attack damage takes AC penalty (more vs. striker) for 1 round.
  Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak 
  attack damage takes attack penalty (more vs. striker) for 1 round.
  Debilitating Injury: Hampered (Ex) Foe who takes sneak attack 
  damage has speed halved (and can’t 5 ft step) for 1 round.
  Murderous Sniper Perform death attack with ranged attack within 
  30 ft, +10 ft. per additional round of study.
  Planar Travel (1/week) (Sp) The yshkat can move itself and 
  objects within 10 feet from one plane of existence to another, or 
  from one world of the Material Plane to another as per Plane 
  Shift. The use of this ability takes three hours to activate, 
  but the process takes a full three days for the yshkat and its 
  possessions to fade away from one location and appear in the 
  next. During this transition time, the yshkat and its possessions 
  are considered to be ethereal at both locations. While in this 
  state, the yshkat cannot interact with anything other than the 
  objects they are transporting.
  Planar Traveler Always arrive at intended destination when 
  planar travelling. Can glimpse other side of portals.
  Poison:  - Injury (DC 12) (Ex) Poison—Injury; save Fort DC 12; 
  frequency 1/round for 4 rounds; effect 1 Dex damage; cure 1 
  save.
  True Death (DC 20) (Su) Casting Raise Dead on a victim of your 
  death attack requires a successful DC 20 caster level check.
  ry’Kyna of  
  ry’Kyna of  
  The Grey Wolves
  The Grey Wolves
  This muscular human woman is clearly a barbarian because of her hide 
  armor, fur coverings, and dark red woad painted upon her. Over her form-
  fitted leather cuirass she wears a sleeveless short half-tabard and a large grey 
  wolf pelt cloak over her shoulders.  Atop her head covering her braided fair 
  hair is the metal open-faced helm of a knight she slew in single combat. 
  Ry’kyna of the Grey Wolves is the third daughter (and ninth overall child) 
  of the human Chieftess shieldmaiden Tulris One-Eye and her half-orc husband 
  Greystripe of the mighty Grey Wolf tribe from the Razorback Plains on the 
  far side of the Cantricle Forest. The Grey Wolves are a nomadic clan, and 
  while they are more of a barbaric nature, they actually deal in trade with the 
  pelts and fur they acquire, as well as bone scrimshaw and pieces of arms and 
  armor they take from their fallen enemies. Ry’kyna has loyalty to her family 
  and to her tribe and is content living the life of a warrior. Like the rest of her 
  family, Ry’kyna is notorious for her blind rage on the battlefield, swinging her 
  single-bladed two-handed axe with skill and fury. She is never seen without a 
  weapon nearby, nor without the two horns she carries strapped to her belt: one 
  for signalling battle, and one for drinking alcohol.  Menial labor and farming 
  bore her immensely, and she would rather be feasting, fighting or raiding.  That 
  being said, when she gets sent to protect caravans that head to trade hubs (such 
  as Cat’s Cradle), Ry’kyna is known to get cantankerous and moody, with the 
  end of any day she wasn’t able to get into a fight being filled with a copious 
  amounts of drinking.
  RY’KYNA OF THE GREY WOLVES 
  CR 2
  RY’KYNA OF THE GREY WOLVES 
  CR 2
  XP 600
  Human unchained barbarian 3
  CN Medium humanoid (human)
  Init +1; Senses Perception +7
   
  AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
  hp 29 (3d12+9)
  Fort +5 (+5 circumstance bonus vs. cold weather), Ref +2, Will +2
  Defensive Abilities danger sense +1, uncanny dodge
   
  Speed 40 ft. (30 ft. in armor)
  Melee mwk butchering axe +5 (3d6 + 4/×3)
  Special Attacks rage (10 rounds/day), rage power (animal fury)
   
  Str 17, Dex 13, Con 14, Int 8, Wis 12, Cha 10
  Base Atk +3; CMB +6; CMD 17
  Feats Furious Focus, Power Attack
  Skills Acrobatics +3, Climb +5, Intimidate +6, Perception +7, 
  Survival +7, Swim +5
  Languages Common, Orc
  SQ adoptive parentage (orcish weapons familiarity), fast 
  movement
  Combat Gear potion of cure light wounds, potion of enlarge 
  person; Other Gear +1 hide armor, mwk butchering axe, cold 
  weather outfit, 12 gp
  Special Abilities
  Special Abilities
  Animal Fury (Ex) Gain bite attack that deals 1d4 damage while 
  raging, and free attack when grappling. On hit +2 to grapple 
  CMB for 1 rd.
  Furious Focus If you are wielding a weapon in two hands, ignore 
  the penalty for your first attack of each turn.
  Rage (Unchained, 10 rounds/day) (Ex) As a free action, gain 6 
  temp hp, +2 bonus to melee attack / damage, thrown damage, 
  will saves, but -2 AC penalty and limited actions. 1 min fatigue 
  when ended.
  Ry’kyna the barbarian has gotten over her weariness of being a simple 
  “guard dog” for the basic merchant caravans that travel along the trade routes 
  of the region. Instead, she has come to realize that it is riskier roads or the 
  wagons carrying the most valuable goods that incur the greatest possible 
  chance of an ambush taking place... and that is the type of chaos and violence 
  she wishes to test her mettle against. Having left the relative calm of protecting 
  her own people, who were more than capable of defending themselves without 
  her, Ry’kyna opts now for the most dangerous assignments. She has even part 
  of a betting pool at the Brackish Moon tavern in the Old Town district of Cat’s 
  Cradle: whichever mercenary brings the most fangs, ears, or fingerbones of 
  things they’ve killed within a week gets free drinks all night.
  
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  RY’KYNA OF THE GREY WOLVES 
  CR 5
  RY’KYNA OF THE GREY WOLVES 
  CR 5
  XP 1,600
  Human unchained barbarian 6
  CN Medium humanoid (human)
  Init +1; Senses Perception +10
   
  AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
  hp 57 (6d12+18)
  Fort +8 (+5 circumstance bonus vs. cold weather), Ref +4, Will +4
  Defensive Abilities danger sense +2, improved uncanny dodge
   
  Speed 40 ft. (30 ft. in armor)
  Melee +1 butchering axe +9/+4 (3d6 + 7/×3)
  Special Attacks rage (16 rounds/day), rage powers (animal fury, 
  lesser beast totem, powerful stance +2)
   
  Str 18, Dex 13, Con 14, Int 8, Wis 12, Cha 10
  Base Atk +6; CMB +10; CMD 21
  Feats Furious Focus, Power Attack, Reckless Rage
  Skills Acrobatics +6, Climb +6, Intimidate +9, Perception +10, 
  Survival +10, Swim +6
  Languages Common, Orc
  SQ adoptive parentage (orcish weapons familiarity), fast 
  movement
  Combat Gear potion of cure light wounds, potion of enlarge 
  person; Other Gear +1 hide armor, +1 butchering axe, cloak of 
  resistance +1, cold weather outfit, 12 gp
  Special Abilities
  Special Abilities
  Animal Fury (Ex) Gain bite attack that deals 1d4 damage while 
  raging, and free attack when grappling. On hit +2 to grapple 
  CMB for 1 rd.
  Beast Totem, Lesser (Su) Gain 2 claw attacks that deal 1d6 damage 
  while raging
  Furious Focus If you are wielding a weapon in two hands, ignore 
  the penalty for your first attack of each turn.
  Powerful Stance +2 (Ex) Gain a +2 bonus to melee and thrown 
  weapon damage.
  Rage (Unchained, 16 rounds/day) (Ex) As a free action, gain 12 
  temp hp, +2 bonus to melee attack / damage, thrown damage, 
  will saves, but -2 AC penalty and limited actions. 1 min fatigue 
  when ended.
  Reckless Rage When you use Power Attack while raging gain an 
  additional +1 to hit and +2 to damage, modified by weapon type 
  as normal for Power Attack.
  Ry’kyna of the Grey Wolves sits on the patio of a local tavern, wearing her worn 
  mithril cuirass and her weapon laid out on the table before her, and angrily counts 
  the coin she has remaining in her pouch. Anyone who keeps up with local rumor 
  knows the tale: the barbarian woman has traveled far from her homeland back to 
  Cat’s Cradle in order to find the alchemist who sold her tribe cursed potions and 
  salts that has caused a plague to decimate her people. No one has been able to help 
  her, either because they are too afraid or because there have been no leads to help 
  in the investigation. Ry’kyna has very little information to go by for her quest: 
  a strip of black cloth with red threading, a fragment of a scroll with mysterious 
  abstract runes written in blue ink, and a map of a cave system with no discernable 
  markings. She is looking for anyone with information about curses, incurable 
  illness, backfiring potions, or anything that can lead her to what she seeks.
  RY’KYNA OF THE GREY WOLVES 
  CR 9
  RY’KYNA OF THE GREY WOLVES 
  CR 9
  XP 6,400
  Human unchained barbarian 10
  CN Medium humanoid (human)
  Init +2; Senses Perception +14
   
  AC 19, touch 12, flat-footed 17 (+7 armor, +2 Dex)
  hp 95 (10d12+30)
  Fort +9 (+5 circumstance bonus vs. cold weather), Ref +5, Will +4; 
  +2 resistance bonus vs. Cold effects
  Defensive Abilities danger sense +3, improved uncanny dodge; 
  DR 2/—
   
  Speed 40 ft.
  Melee +1 butchering axe +13/+8 (3d6 + 7/×3)
  Special Attacks rage (24 rounds/day), rage powers (animal fury, 
  beast totem, greater beast totem, lesser beast totem, powerful 
  stance +3)
   
  Str 18, Dex 14, Con 14, Int 8, Wis 12, Cha 10
  Base Atk +10; CMB +14; CMD 26
  Feats Bloody Assault, Demonic Style, Furious Focus, Power 
  Attack, Reckless Rage
  Skills Acrobatics +8 (+12 to jump), Climb +7, Craft (alchemy) 
  +3, Handle Animal +4, Intimidate +13, Knowledge (nature) +3, 
  Perception +14, Ride +5, Survival +19, Swim +7
  Languages Common, Orc
  SQ adoptive parentage (orcish weapons familiarity), fast 
  movement
  Combat Gear potion of cure moderate wounds (2), potion 
  of enlarge person; Other Gear +1 mithral breastplate, +1 
  butchering axe, ushanka of the northlands, cold weather outfit, 
  27 gp
  Special Abilities
  Special Abilities
  Animal Fury (Ex) Gain bite attack that deals 1d4 damage while 
  raging, and free attack when grappling. On hit +2 to grapple 
  CMB for 1 rd.
  Beast Totem +3 (Su) +3 to Natural Armor while raging.
  Beast Totem, Greater (Su) Pounce ability while raging
  Beast Totem, Lesser (Su) Gain 2 claw attacks that deal 1d8 
  damagewhile raging
  Bloody Assault (DC 15 for Heal) Take -5 to all attacks and 
  maneuvers until your next turn to add 1d4 bleed damage (DC 15 
  for Heal) to all weapon melee attacks.
  Demonic Style Charge actions give additional +1 attack and +2 
  damage.
  Furious Focus If you are wielding a weapon in two hands, ignore 
  the penalty for your first attack of each turn.
  Powerful Stance +3 (Ex) Gain a +3 bonus to melee and thrown 
  weapon damage.
  Rage (Unchained, 24 rounds/day) (Ex) As a free action, gain 20 
  temp hp, +2 bonus to melee attack / damage, thrown damage, 
  will saves, but -2 AC penalty and limited actions. 1 min fatigue 
  when ended.
  sarGash uThaK
  sarGash uThaK
  Sargash Uthak is an up-and-coming mariner on Hyon Lake, captain of the 
  trim schooner Doleful Wanderer and part-owner in several others. Flamboyant, 
  outgoing and loud, Sargash attracts others of his kind, who all have good hearts 
  but little respect for the law. He revels in adventure, for though Hyon is well 
  isolated from the high seas, it is nevertheless a dangerous place, plagued by 
  fearsome lake monsters and even its own breed of corsairs who prey upon the 
  lucrative trade routes between Cat’s Cradle and lakeside towns and villages. 
  Sargash himself has been sailing for nearly a decade, starting off as an 
  assistant deckhand and cabin boy and rising through the ranks to become first 
  mate of a large merchant ship. His background is somewhat spotty, including 
  stints of smuggling and even an occasional flirtation with outright piracy 
  when he lived on the seacoast years ago. Today he maintains a relatively 
  lawful existence, but he is not above occasionally returning to his old ways, 
  smuggling contraband in and out of Cat’s Cradle, bribing the odd official or 
  sabotaging competitors whom he feels haven’t played him fair.
  CAPTAIN SARGASH UTHAK 
  CR 2
  CAPTAIN SARGASH UTHAK 
  CR 2
  XP 600
  Orc swashbuckler 3
  CG Medium humanoid (orc)
  Init +4; Senses darkvision 60 ft.; Perception +5 (+7 to vision-
  based checks at sea)
   
  AC 16, touch 13, flat-footed 13 (+3 armor, +2 Dex, +1 dodge)
  hp 23 (3d10+6)
  Fort +3, Ref +5, Will +0
  Defensive Abilities charmed life 3/day, ferocity, nimble +1
   
  Speed 30 ft.
  Melee mwk boarding axe +6 (1d6 + 1/×3 + 3 Precision) or
  
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     mwk boarding pike +5 (1d8 + 1/×3) or
     mwk greataxe +5 (1d12 + 1/×3)
  Space 5 ft.; Reach 5 ft. (10 ft. with masterwork boarding pike)
  Special Attacks deeds (derring-do, dodging panache, kip-up, 
  menacing swordplay, opportune parry and riposte, precise strike, 
  swashbuckler initiative), panache (1)
   
  Str 12, Dex 14, Con 15, Int 10, Wis 8, Cha 11
  Base Atk +3; CMB +4; CMD 17
  Feats Bilge Rat, Seaworthy
  Skills Acrobatics +8 (+10 to balance onboard a seafaring vessel), 
  Bluff +4, Diplomacy +4, Intimidate +4, Perception +5 (+7 
  to vision-based checks at sea), Profession (sailor) +9 (+11 to 
  navigate at sea, +13 to navigate in the area detailed by the 
  chart), Survival -1 (+1 to navigate in the wilderness), Swim +7
  Languages Common, Orc
  SQ dayrunner, swashbuckler finesse
  Other Gear mwk studded leather, mwk boarding axe, mwk 
  boarding pike, mwk greataxe, traveler’s any-tool, astrolabe, 
  masterwork sextant, nautical chart, 16 gp
  Years on the lake have transformed Sargash into a veteran Hyon captain, 
  with a small fleet of ships and crews of experienced sailors. He doesn’t go out 
  on trade runs as much as he used to but instead spends more time managing his 
  business from his floating headquarters aboard the refitted Doleful Wayfarer. 
  He maintains a love-hate relationship with the law, and still engages in 
  questionable activities, but his basically good nature remains. Nevertheless, 
  he has encountered a great deal of prejudice against non-humans and has been 
  known to use these prejudices to his advantage, feigning murderous rages and 
  threatening those who stand in his way. For the most part, his displays are all 
  bark and no bite and usually succeed in getting Sargash his way. 
  Sargash has also become a more character, dressing in feathered hats and 
  sporting piratical weapons at his side, though he rarely uses them. He broke his 
  tusks in an accident several years ago when he was struck in the face by an out 
  of control boom. One of his tusks has been capped with gold, while the other 
  he leaves broken and jagged as a reminder to him and his crews to always be 
  wary. In the course of his various exploits, Sargash has obtained a kimlé coat 
  and an old dwarven greataxe.
  CAPTAIN SARGASH UTHAK 
  CR 5
  CAPTAIN SARGASH UTHAK 
  CR 5
  XP 1,600
  Orc swashbuckler 6
  CG Medium humanoid (orc)
  Init +8; Senses darkvision 60 ft.; Perception +8 (+10 to vision-
  based checks at sea)
   
  AC 16, touch 13, flat-footed 13 (+3 armor, +2 Dex, +1 dodge)
  hp 54 (6d10+21)
  Fort +5, Ref +7, Will +1
  Defensive Abilities charmed life 4/day, ferocity, nimble +1
   
  Speed 30 ft.
  Melee mwk boarding axe +10/+5 (1d6 + 2/19-20/×3 + 6 Precision) 
  or
     mwk boarding pike +8/+3 (1d8 + 1/×3) or
     mwk greataxe +8/+3 (1d12 + 1/×3)
  Space 5 ft.; Reach 5 ft. (10 ft. with masterwork boarding pike)
  Special Attacks deeds (derring-do, dodging panache, kip-up, 
  menacing swordplay, opportune parry and riposte, precise strike, 
  swashbuckler initiative), panache (1), swashbuckler weapon 
  training +1
   
  Str 12, Dex 14, Con 16, Int 10, Wis 8, Cha 11
  Base Atk +6; CMB +7; CMD 20
  Feats Bilge Rat, Improved Initiative, Sea Legs, Seaworthy
  Skills Acrobatics +13 (+15 to balance onboard a seafaring vessel), 
  Bluff +4, Climb +3, Diplomacy +4, Intimidate +4, Perception +8 
  (+10 to vision-based checks at sea), Profession (sailor) +12 (+14 
  to navigate at sea, +16 to navigate in the area detailed by the 
  chart), Survival -1 (+1 to navigate in the wilderness), Swim +12
  Languages Common, Orc
  SQ dayrunner, swashbuckler finesse
  Other Gear kimlé coat, mwk boarding axe, mwk boarding pike, 
  mwk greataxe, plume of panache, traveler’s any-tool, astrolabe, 
  hat, nautical chart, 31 gp
  An aging, grizzled but still vital and often dangerous individual, Sargash 
  continues to manage a large fleet of lake vessels and has grown quite 
  prosperous. He is an even more powerful combatant and has added a ring 
  of protection +1 to his collection of magical items. He has never married or 
  had children and continues to manage his business along aboard the Doleful 
  Wayfarer. Some of his current isolation and his drift away from his old good 
  heartedness may be attributed to the fact that he now carries a secret curse.
  During one of his increasingly-rare expeditions across the lake to transport 
  volatile and expensive alchemical reactants, Sargash was ambushed by a small 
  fleet of corsairs in light, fast vessels who attempted to swarm the Doleful 
  Wayfarer and plunder its valuable cargo. Sargash met the corsair’s leader, a 
  half-ogre with a fearsome blood-covered axe in battle and prevailed despite 
  near-mortal wounds. Upon recovery Sargash took the axe as his own, never 
  realizing that it was actually a berserker’s axe and that now he values it 
  above all other possessions. Unaware of the axe’s fearsome powers, Sargash 
  led another voyage across the lake the following spring, with his first mate 
  Synaela, a half-elven mariner, someone for whom Sargash had, for the first 
  time, felt true love. As luck would have it, the Wayfarer was again attacked 
  by corsairs, but as Sargash and Synaela fought side-by-side on the deck, he 
  was wounded by a pirate and went berserk, cutting down Synaela before the 
  attackers were finally defeated. 
  Grief-stricken, Sargash retained enough sense to realize the full horror of 
  what had happened, and subsequent research proved to him that the axe was 
  indeed cursed, yet he still cannot rid himself of it. He has determined never to 
  go out on the lake again and to avoid combat at all costs, lest he inflict further 
  tragedy on himself and others. His old goodness has been replaced by gruff 
  wariness and increasing paranoia, though he still holds out a faint hope that 
  someone will be able to rid him of his terrible curse.
  CAPTAIN SARGASH UTHAK 
  CR 9
  CAPTAIN SARGASH UTHAK 
  CR 9
  XP 6,400
  Orc swashbuckler 10
  CN Medium humanoid (orc)
  Init +8; Senses darkvision 60 ft.; Perception +12 (+14 to vision-
  based checks at sea)
   
  AC 18, touch 15, flat-footed 14 (+3 armor, +1 deflection, +2 Dex, +2 
  dodge)
  
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  hp 92 (10d10+37)
  Fort +6, Ref +9, Will +2
  Defensive Abilities charmed life 5/day, ferocity, nimble +2
   
  Speed 30 ft.
  Melee +1 boarding axe +15/+10 (1d6 + 4/19-20/×3 + 10 Precision) 
  or +1 boarding pike +12/+7 (1d8 + 2/×3) or +1 greataxe +12/+7 
  (1d12 + 2/×3) or berserking sword +11/+6 (2d6 + 1/19-20)
  Space 5 ft.; Reach 5 ft. (10 ft. with +1 boarding pike)
  Special Attacks deeds (derring-do, dodging panache, kip-up, 
  menacing swordplay, opportune parry and riposte, precise strike, 
  superior feint, swashbuckler initiative, swashbuckler’s grace, 
  targeted strike), panache (3), swashbuckler weapon training +2
   
  Str 12, Dex 14, Con 16, Int 10, Wis 8, Cha 12
  Base Atk +10; CMB +11; CMD 26
  Feats Aquatic Combatant, Bilge Rat, Extra Panache, Helmsman, 
  Improved Initiative, Sea Legs, Seaworthy
  Skills Acrobatics +17 (+19 to balance onboard a seafaring vessel), 
  Bluff +5, Climb +3, Diplomacy +5, Intimidate +5, Perception 
  +12 (+14 to vision-based checks at sea), Profession (sailor) 
  +16 (+18 to navigate at sea), Survival -1 (+1 to navigate in the 
  wilderness), Swim +18
  Languages Common, Orc
  SQ dayrunner, swashbuckler finesse
  Other Gear kimlé coat, +1 boarding axe, +1 boarding pike, +1 
  greataxe, berserking sword, plume of panache, ring of protection 
  +1, traveler’s any-tool, astrolabe, hat, masterwork sextant, 6 gp
  Special Abilities
  Special Abilities
  Charmed Life +1 (5/day) (Ex) Choose to add Charisma bonus to 
  save before roll is made.
  Helmsman Substitute a Profession (sailor) check for any Reflex 
  saves made by your vessel and it gains a +2-dodge bonus to AC.
  val Kaden
  val Kaden
  An attractive human in their late-30s leans up against the side of a covered 
  wagon. A pale face with freckles and pinned back brilliant curly red hair, they 
  are wearing a smart leather jerkin, with matching leather skirt and boots, but it 
  is their long multi-colored cape that draws your attention: its swirling patterns 
  make you think of the starry night sky, of a field of poppies and dandelions, of 
  a rushing river, a thunderstorm, an explosion of fire… you blink your eyes and 
  look up into their smiling face. “A silver for the show, love. And that includes 
  one free drink!” 
  In their youth, Val Kaden was born into a nomadic tribe of con artists and 
  deceivers that would perform false miracles, set up rigged games of chance, 
  or even offer contrived fortune tellings, all in the effort to fool the common 
  folk of the land and steal the meager amount money they had scraped together. 
  With their naturally bright red hair and attractive features, the tribe had hoped 
  to train them up to be a skilled con artist, wooing marks out of their wealth. 
  But Val had other plans: they wanted to travel the lands, let out into the world 
  the music they heard in their soul, and instead of stealing from the folk they 
  met, offer legitimate hope and uplifting moods. Ah, the nativity of youth… 
  Years later, a down-on-their-luck Val found themselves in the city of Cat’s 
  Cradle, performing at any inn or tavern they could in order scrape together 
  enough to pay for a room and food. Always seeking work, and keeping an eye 
  for any odd jobs, they will always have a few rumors at the ready for things 
  going on in or around town.
  VAL KADEN 
  CR 2
  VAL KADEN 
  CR 2
  XP 600
  Human bard 3
  CG Medium humanoid (human)
  Init +2; Senses Perception +5
   
  AC 16, touch 12, flat-footed 14 (+3 armor, +2 Dex, +1 shield)
  hp 20 (3d8+6)
  Fort +2, Ref +5, Will +2; +4 vs. bardic performance, language-
  dependent, and sonic
   
  Speed 30 ft.
  Melee mwk rapier +3 (1d6/18-20)
  Ranged mwk shortbow +5 (1d6/×3)
  Special Attacks bardic performance 11 rounds/day (countersong, 
  distraction, fascinate [DC 14], inspire competence +2, inspire 
  courage +1)
  Bard Spells Known (CL 3rd; concentration +6)
     1st (4/day)—charm person (DC 14), cure light wounds, hideous 
  laughter (DC 14), sleep (DC 14)
     0 (at will)—dancing lights, detect magic, ghost sound (DC 13), 
  mage hand, prestidigitation, read magic
   
  Str 10, Dex 14, Con 12, Int 13, Wis 8, Cha 17
  Base Atk +2; CMB +2; CMD 14
  Feats Combat Expertise, Diva Style, Lingering Performance
  Skills Acrobatics +8, Knowledge (arcana) +2, Knowledge 
  (dungeoneering) +2, Knowledge (engineering) +2, Knowledge 
  (geography) +6, Knowledge (history) +6, Knowledge (local) +6, 
  Knowledge (nature) +6, Knowledge (nobility) +6 (+8 pertaining 
  to heroic lineage), Knowledge (planes) +2, Knowledge (religion) 
  +2, Linguistics +5, Perception +5, Perform (oratory) +11, Sleight 
  of Hand +8, Spellcraft +7, Use Magic Device +9
  Languages Common, Dwarven, Elven
  SQ bardic knowledge +1, versatile performance (oratory)
  Other Gear mwk studded leather, mwk buckler, mwk rapier, 
  mwk shortbow, arrows (20), sleeves of many garments, traveler’s 
  any-tool, gambler’s kit, masterwork backpack, patchwork cloak, 
  tome of epics, 39 gp
  Special Abilities
  Special Abilities
  Diva Style Use Perform instead of Bluff to feint. Feint as move 
  action when starting bardic performance.
  Lingering Performance Bardic Performances last 2 rounds after 
  you stop concentrating.
  Versatile Performance (Oratory) +11 (Ex) You may substitute the 
  final value of your Perform: Oratory skill for Diplomacy or Sense 
  Motive checks
  Val Kaden is an established bard of moderate renown in the city of Cat’s 
  Cradle, performing occasionally at the more well-known establishments, even 
  
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  including a place or two in the Jade District, but can primarily be found at the 
  Rebellious Boggart in the Gold District. Val themself have regained a level of 
  optimism about the world and is always on the lookout to do a good deed to 
  the downtrodden. While they would never go up directly against any of the 
  criminal groups in Old Town, Val always seems to be able to direct city guard 
  or do-good adventurers in a direction that would disrupt a criminal enterprise 
  or the like. Occasionally Val leads a small group that they refer to as their 
  “band” to do a bit of “adventuring” themselves outside of the city, typically 
  if it comes to acquiring a lost or stolen object, or fending off a troublesome 
  creature harassing local farmers or mining groups. Most of the city guards 
  appreciate this work that Val does, and will pass along leads or rumors that 
  they cannot follow up on themselves.
  VAL KADEN 
  CR 5
  VAL KADEN 
  CR 5
  XP 1,600
  Human bard 6
  CG Medium humanoid (human)
  Init +2; Senses Perception +8
   
  AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex, +2 shield)
  hp 39 (6d8+12)
  Fort +4, Ref +8, Will +6; +4 vs. bardic performance, language-
  dependent, and sonic
   
  Speed 30 ft.
  Melee mwk rapier +6 (1d6/18-20)
  Ranged mwk shortbow +7 (1d6/×3)
  Special Attacks bardic performance 18 rounds/day (countersong, 
  distraction, fascinate [DC 17], inspire competence +2, inspire 
  courage +2, suggestion [DC 17])
  Bard Spells Known (CL 6th; concentration +10)
     2nd (4/day)—calm emotions (DC 16), detect thoughts (DC 16), 
  heroism, silence (DC 16)
     1st (5/day)—charm person (DC 15), cure light wounds, hideous 
  laughter (DC 15), sleep (DC 15)
     0 (at will)—dancing lights, detect magic, ghost sound (DC 14), 
  mage hand, prestidigitation, read magic
   
  Str 10, Dex 14, Con 12, Int 13, Wis 8, Cha 18
  Base Atk +4; CMB +4; CMD 16
  Feats Combat Expertise, Diva Style, Improved Feint, Lingering 
  Performance, Weapon Focus (rapier)
  Skills Acrobatics +11, Escape Artist +6, Knowledge (arcana) +8, 
  Knowledge (dungeoneering) +8, Knowledge (engineering) +8, 
  Knowledge (geography) +8, Knowledge (history) +8, Knowledge 
  (local) +8, Knowledge (nature) +8, Knowledge (nobility) +8 (+10 
  pertaining to heroic lineage), Knowledge (planes) +8, Knowledge 
  (religion) +8, Linguistics +5, Perception +8, Perform (oratory) 
  +15, Sleight of Hand +11, Spellcraft +10, Use Magic Device +13
  Languages Common, Dwarven, Elven
  SQ bardic knowledge +3, lore master 1/day, versatile performances 
  (martial performance [oratory], oratory)
  Other Gear +1 studded leather, +1 buckler, mwk rapier, mwk 
  shortbow, arrows (20), cape of free will +1/+2, gambler’s kit, 
  masterwork backpack, tome of epics
  Special Abilities
  Special Abilities
  Diva Style Use Perform instead of Bluff to feint. Feint as move 
  action when starting bardic performance.
  Improved Feint You can make a Bluff check to feint in combat as a 
  move action.
  Lingering Performance Bardic Performances last 2 rounds after 
  you stop concentrating.
  Lore Master (1/day) (Ex) Can take 10 on any trained knowledge 
  checks. Activate to take 20 as a standard action.
  Versatile Performance (Oratory) +15 (Ex) You may substitute the 
  final value of your Perform: Oratory skill for Diplomacy or Sense 
  Motive checks
  Val Kaden is now the leader of a roaming entertainment group calling 
  themselves the “Exemplariliy Scramacious Twilight Troupe”. While they still 
  consider Cat’s Cradle to be their “home” (for lack of a better term), the band 
  travels tirelessly on all the surrounding roads and caravan routes: to Voles and 
  Dancers to the north and south, and to Five-and-Copper and Sundry to the 
  east and west, respectfully. They entertain with their magic shows, acrobatic 
  performances, feats of physical amazement, and humour tales of adventure. 
  Val makes sure that any “games of chance” offered by the troupe are not 
  rigged in their favor, and instead are a legitimate test of skill or wit. The troupe 
  has acquired enough of a reputation that they are not mistaken for a band of 
  thieves, but they still prefer to set up camp outside of most city walls, only 
  entering town when obtaining food and supplies. Val has made sure to employ 
  numerous scouts and hunters that protect the group when they travel, but also 
  serve as guards when they establish camp near a location where coin can be 
  obtained from the populace. When the troupe finds itself set up outside the 
  walls of Cat’s Cradle (which it often is), Val will occasionally pop into town 
  to visit the Rebellious Boggart, where they used to work, and keeps a pleasant 
  relationship with the owner. While Val does more managing and organizing 
  these days, they do still occasionally perform as a special occurrence for 
  particularly wealthy or invigorated audiences. Val is always willing to have 
  an audience with almost anyone to hear whatever proposition they wish to 
  present to them (or their troupe) but rarely do they seek anyone out themselves 
  for any jobs. 
   
  VAL KADEN 
  CR 9
  VAL KADEN 
  CR 9
  XP 6,400
  Human bard 10
  CG Medium humanoid (human)
  Init +2; Senses Perception +12
   
  AC 20, touch 13, flat-footed 18 (+4 armor, +1 deflection, +2 Dex, +1 
  natural, +2 shield)
  hp 65 (10d8+20)
  Fort +5, Ref +10, Will +8; +4 vs. bardic performance, language-
  dependent, and sonic
   
  Speed 30 ft.
  Melee +1 rapier +11/+6 (1d6 + 3/18-20)
  Ranged +1 shortbow +10/+5 (1d6 + 1/×3)
  Special Attacks bardic performance 26 rounds/day (move action; 
  countersong, dirge of doom, distraction, fascinate [DC 19], 
  inspire competence +3, inspire courage +2, inspire greatness, 
  suggestion [DC 19])
  Bard Spells Known (CL 10th; concentration +14)
     4th (2/day)—dominate person (DC 18), rainbow pattern (DC 18)
     3rd (4/day)—audiovisual hallucination (DC 17), confusion (DC 
  17), good hope, reviving finale (DC 17)
     2nd (5/day)—calm emotions (DC 16), detect thoughts (DC 16), 
  heroism, minor image (DC 16), silence (DC 16)
     1st (6/day)—charm person (DC 15), cure light wounds, hideous 
  laughter (DC 15), moment of greatness, sleep (DC 15)
     0 (at will)—dancing lights, detect magic, ghost sound (DC 14), 
  mage hand, prestidigitation, read magic
   
  Str 10, Dex 14, Con 12, Int 14, Wis 8, Cha 18
  Base Atk +7; CMB +7; CMD 20
  Feats Combat Expertise, Diva Style, Fencing Grace, Improved 
  Feint, Lingering Performance, Weapon Finesse, Weapon Focus 
  (rapier)
  Skills Acrobatics +15, Appraise +14, Escape Artist +15, 
  Knowledge (arcana) +11, Knowledge (dungeoneering) +11, 
  Knowledge (engineering) +11, Knowledge (geography) +11, 
  Knowledge (history) +11, Knowledge (local) +11, Knowledge 
  (nature) +11, Knowledge (nobility) +11 (+13 pertaining to heroic 
  lineage), Knowledge (planes) +11, Knowledge (religion) +11, 
  Linguistics +6, Perception +12, Perform (oratory) +19, Sleight of 
  Hand +15, Spellcraft +15, Use Magic Device +17
  Languages Common, Dwarven, Elven
  SQ bardic knowledge +5, jack-of-all-trades, lore master 1/day, 
  masterpieces (blazing rondo +2), versatile performances (martial 
  performance [oratory], masterpiece, oratory)
  Other Gear +1 studded leather, +1 buckler, +1 rapier, +1 
  shortbow, arrows (20), amulet of natural armor +1, cape of free 
  will +1/+2, ring of protection +1, gambler’s kit, masterwork 
  backpack, tome of epics, 94 gp
  Special Abilities
  Special Abilities
  Blazing Rondo +2 (DC 19) Allies within 60 ft gain haste but with 
  +2 to AC, attack rolls & Reflex saves.
  
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  Diva Style Use Perform instead of Bluff to feint. Feint as move 
  action when starting bardic performance.
  Improved Feint You can make a Bluff check to feint in combat as a 
  move action.
  Jack-of-all-trades (use any skill) (Ex) You may use all skills 
  untrained.
  Lingering Performance Bardic Performances last 2 rounds after 
  you stop concentrating.
  Lore Master (1/day) (Ex) Can take 10 on any trained knowledge 
  checks. Activate to take 20 as a standard action.
  Versatile Performance (Oratory) +19 (Ex) You may substitute the 
  final value of your Perform: Oratory skill for Diplomacy or Sense 
  Motive checks
  valdrin hoff
  valdrin hoff
  Valdrin is a serious and hard-bitten individual who rarely smiles, but who 
  retains a deep sense of right and wrong. Orphaned in infancy, he grew up in a 
  series of orphanages and workhouses, learning to survive by his wits and with 
  his fists, while also gaining a deep understanding and affection for the lowly 
  and the downtrodden in society. As a young man, he joined the city watch in a 
  large city, only to be appalled by the corruption and uncaring attitude of his 
  colleagues. After learning as many skills as he could — including learning 
  multiple languages, gaining expertise with hand crossbows and the secrets 
  of disabling hostile spellcasters — Valdrin quit the watch and made his way 
  to Cat’s Cradle, where he set himself up in the Ovens, providing security and 
  aiding locals who were ignored by the City Watch, particularly in the Ovens 
  and the Old City.
  Today Hoff continues his trade, operating out of a small, run-down apartment. 
  He has been instrumental in solving a number of important crimes throughout 
  Cat’s Cradle, but this is not widely known as he often prefers to hand out 
  justice personally, rather than rely upon the City Watch, whom he considers 
  little better than the corrupt organization in his former home. On the other 
  hand, Hoff and the members of the Constabulary have developed a grudging 
  mutual respect over the years. Hoff’s contacts within the Constabulary will 
  often share information with him and usually turn a blind eye to his extra-legal 
  activities. For his part, Hoff will allow some criminals to be taken into custody 
  if supervised by the Constabulary.
  VALDRIN HOFF, THE HOFF 
  CR 2
  VALDRIN HOFF, THE HOFF 
  CR 2
  XP 600
  Human vigilante 3
  NG Medium humanoid (human)
  Init +3; Senses Perception +6
   
  AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
  hp 17 (3d8+3)
  Fort +2, Ref +6, Will +3
  Defensive Abilities unshakable (+3)
   
  Speed 30 ft. (20 ft. in armor)
  Melee mwk longsword +6 (1d8 + 2/19-20)
  Ranged mwk hand crossbow +6 (1d4/19-20), mwk hand crossbow 
  +6 (1d4/19-20) or
     mwk hand crossbow +8 (1d4/19-20)
   
  Str 14, Dex 17, Con 13, Int 12, Wis 10, Cha 8
  Base Atk +3; CMB +5; CMD 18
  Feats Exotic Weapon Proficiency (hand crossbow), Rapid Reload, 
  Two-weapon Fighting, Weapon Focus (hand crossbow)
  Skills Acrobatics +2 (-2 to jump), Diplomacy +5, Disguise +5 (+25 
  to appear as part of polite society while in your social identity), 
  Intimidate +5 (+9 in your Cat’s Cradle while in your vigilante 
  identity), Knowledge (engineering) +7, Knowledge (local) +7, 
  Linguistics +4, Perception +6, Sense Motive +6, Stealth +8
  Languages Common, Dwarven, Elven, Goblin, Orc
  SQ dual identity, social talents (case the joint, renown), vigilante 
  specialization (avenger), vigilante talent (signature weapon)
  Other Gear mwk armored coat, barbed bolt (20), blunted bolts 
  (10), crossbow bolts (10), mwk hand crossbow, mwk hand 
  crossbow, mwk longsword, traveler’s any-tool, contracting rope, 
  grappling bolt, silk rope (50 ft.), 18 gp
  Special Abilities
  Special Abilities
  Case the Joint (Ex) Over 1 hour make Knowledge (engineering) roll 
  to gain rerolls based on layout if return in next week.
  Dual Identity (Ex) Each identity maintains own alignment, can 
  switch over 1 min. Magical means treat an ID as nonexistent 
  while not adopted.
  Renown +4 (Cat’s Cradle) (Ex) 1-week action, in chosen community +1 
  default attitude in social ID, bonus to Intimidate in vigilante ID.
  Unshakable +3 (Ex) Add the listed bonus to the DC of foes 
  attempting Intimidate checks against you.
  The years have sharpened Hoff’s reflexes and skills, as well as making him 
  an especially feared nemesis of criminals across Cat’s Cradle, especially the 
  operatives of the Kennick Syndicate. After several run-ins, Hoff is determined 
  to bring the syndicate down whatever it takes and has even begun to pursue 
  some of his own independent investigations of the organization’s smuggling 
  and protection schemes. He has forged a close professional relationship with 
  Inspector Mattea Theasen, who has been helping him surreptitiously and 
  keeping her actions secret from her superiors.
  Valdrin also shuns the use of magic and magical items in his investigations, 
  though he has a number of spellcasting allies whom he turns to when needed. 
  A recent job for a number of fae whose clan relic had been stolen has also led 
  to good relations with the fair folk, whom he also occasionally calls upon to 
  aid him in his investigations. Prominent among his fae allies are Starshine, 
  a mischievous but loyal and determined blue faerie dragon, and a band of 
  sprites led by the warrior Daeg.
  VALDRIN HOFF, THE HOFF 
  CR 5
  VALDRIN HOFF, THE HOFF 
  CR 5
  XP 1,600
  Human vigilante 6
  NG Medium humanoid (human)
  Init +3; Senses low-light vision; Perception +9
   
  AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
  hp 39 (6d8+12)
  Fort +4, Ref +8, Will +5
  Defensive Abilities unshakable (+6)
   
  Speed 30 ft. (20 ft. in armor)
  Melee mwk longsword +9/+4 (1d8 + 2/19-20)
  
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  Ranged +1 hand crossbow +9/+4 (1d4 + 1/19-20), mwk hand 
  crossbow +9 (1d4/19-20) or
     +1 hand crossbow +11/+6 (1d4 + 1/19-20)
  Special Attacks startling appearance
   
  Str 14, Dex 17, Con 14, Int 12, Wis 10, Cha 8
  Base Atk +6; CMB +8; CMD 21
  Feats Combat Reflexes, Dazzling Display, Exotic Weapon 
  Proficiency (hand crossbow), Rapid Reload, Two-weapon 
  Fighting, Weapon Focus (hand crossbow)
  Skills Acrobatics +8 (+4 to jump), Diplomacy +8, Disguise +8 (+28 
  to appear as part of polite society while in your social identity), 
  Intimidate +8 (+12 in your Cat’s Cradle while in your vigilante 
  identity), Knowledge (engineering) +10, Knowledge (local) +10, 
  Linguistics +4, Perception +9, Sense Motive +9, Stealth +11 (+13 
  at night)
  Languages Common, Dwarven, Elven, Goblin, Orc
  SQ dual identity, social talents (case the joint, owl’s sight, 
  renown), vigilante specialization (avenger), vigilante talents 
  (signature weapon, vigilante’s reflexes, volatile arrows 4/day 
  [3d6 + 1 fire, DC 14])
  Other Gear +1 armored coat, +1 hand crossbow, barbed bolt (20), 
  blunted bolts (10), crossbow bolts (10), mwk hand crossbow, 
  mwk longsword, traveler’s any-tool, contracting rope, grappling 
  bolt, silk rope (50 ft.), 18 gp
  Special Abilities
  Special Abilities
  Case the Joint (Ex) Over 1 hour make Knowledge (engineering) roll 
  to gain rerolls based on layout if return in next week.
  Dual Identity (Ex) Each identity maintains own alignment, can 
  switch over 1 min. Magical means treat an ID as nonexistent 
  while not adopted.
  Renown +4 (Cat’s Cradle) (Ex) 1-week action, in chosen community +1 
  default attitude in social ID, bonus to Intimidate in vigilante ID.
  Startling Appearance (Ex) Attacking unaware foe makes them flat-
  footed and they have -4 to attack you for 1 round.
  Unshakable +6 (Ex) Add the listed bonus to the DC of foes 
  attempting Intimidate checks against you.
  Volatile Arrows 3d6 + 1 (4/day, DC 14) (Ex) Bow or crossbow 
  attack deals additional 3d6 + 1 fire damage.
  At the height of his abilities and influence, Valdrin remains the defender of 
  the common folk that he always was. His conflict with the Kennick Syndicate 
  has grown to a full-scale war, and though a single investigator facing down with 
  an entrenched criminal organization may seem like a one-sided and hopeless 
  crusade, Valdrin soldiers on. Despite appearances to the contrary he is not alone, 
  for he has his allies in the Constabulary and his fae friends who have grown even 
  more protective and loyal over the years. He has also developed a network of 
  informers and assistants throughout the city of Cat’s Cradle that includes beggars, 
  shopkeepers, laborers and even a few petty criminals, all of whom keep him 
  informed about the activities of the Thieves’ Guild and the Kennick Syndicate, 
  keeping him always a bare step ahead of those who wish to destroy him.
  VALDRIN HOFF, THE HOFF 
  CR 9
  VALDRIN HOFF, THE HOFF 
  CR 9
  XP 6,400
  Human vigilante 10
  NG Medium humanoid (human)
  Init +4; Senses low-light vision; Perception +13
   
  AC 21, touch 14, flat-footed 18 (+5 armor, +1 deflection, +3 Dex, +1 
  natural, +1 shield)
  hp 65 (10d8+20)
  Fort +5, Ref +11, Will +7
  Defensive Abilities unshakable (+10)
   
  Speed 30 ft.
  Melee +1 longsword +13/+8 (1d8 + 3/19-20)
  Ranged +1 hand crossbow +14/+9 (1d4 + 3/19-20), +1 hand 
  crossbow +14/+9 (1d4 + 3/19-20) or
     +1 hand crossbow +16/+11 (1d4 + 3/19-20)
  Special Attacks startling appearance
   
  Str 14, Dex 18, Con 14, Int 12, Wis 10, Cha 8
  Base Atk +10; CMB +12; CMD 27
  Feats Combat Reflexes, Dazzling Display, Exotic Weapon 
  Proficiency (hand crossbow), Improved Two-weapon Fighting, 
  Rapid Reload, Two-weapon Defense, Two-weapon Fighting, 
  Weapon Focus (hand crossbow), Weapon Specialization (hand 
  crossbow)
  Skills Acrobatics +10, Climb +5, Diplomacy +12, Disguise +12 
  (+32 to appear as part of polite society while in your social 
  identity), Escape Artist +8, Intimidate +12 (+18 in your 
  Cat’s Cradle while in your vigilante identity), Knowledge 
  (engineering) +14, Knowledge (local) +14, Linguistics +4, 
  Perception +13, Sense Motive +13, Sleight of Hand +7 (+9 at 
  night.), Stealth +17 (+19 at night.), Swim +5
  Languages Common, Dwarven, Elven, Goblin, Orc
  SQ dual identity, social talents (case the joint, gossip collector, 
  great renown, owl’s sight, renown), vigilante specialization 
  (avenger), vigilante talents (armor skin, inspired vigilante [10/
  day], signature weapon, vigilante’s reflexes, volatile arrows 4/
  day [5d6 + 1 fire, DC 16])
  Combat Gear potion of cure light wounds (2); Other Gear 
  +1 armored coat, +1 hand crossbow, +1 hand crossbow, +1 
  longsword, barbed bolt (20), blunted bolts (10), crossbow bolts 
  (10), amulet of natural armor +1, ring of protection +1, traveler’s 
  any-tool, contracting rope, grappling bolt, silk rope (50 ft.), 18 gp
  Special Abilities
  Special Abilities
  Case the Joint (Ex) Over 1 hour make Knowledge (engineering) roll to 
  gain rerolls based on layout if return in next week.
  Combat Reflexes (6 AoO/round) Can make extra attacks of 
  opportunity/rd, and even when flat-footed.
  Dazzling Display (Hand crossbow) Intimidate check to demoralize can 
  affect those within 30’ who see you.
  Dual Identity (Ex) Each identity maintains own alignment, can switch 
  over 1 min. Magical means treat an ID as nonexistent while not 
  adopted.
  Gossip Collector (Ex) Gather info in 1d2 hours (faster in area of 
  renown). Beat DC by 20 means instantly known.
  Inspired Vigilante (+1d6, 10/day) (Ex) Use 1 point, +1d6 to trained 
  skill or ability check. Use 2 points, to add to attack or save.
  Renown +6 (Cat’s Cradle) (Ex) 1-week action, in chosen community +1 
  default attitude in social ID, bonus to Intimidate in vigilante ID.
  Startling Appearance (Ex) Attacking unaware foe makes them flat-
  footed and they have  -4 to attack you for 1 rd.
  Unshakable +10 (Ex) Add the listed bonus to the DC of foes attempting 
  Intimidate checks against you.
  Volatile Arrows 5d6 + 1 (4/day, DC 16) (Ex) Bow or crossbow attack 
  deals additional 5d6 + 1 fire damage.
  zoë Toranno
  zoë Toranno
  This full-bodied half-orc woman is made of pure muscle and intimidation. 
  Her bronze skin glistens in the sun, as she pulls the ship ropes off of the dock 
  with a satisfied grunt. Her black mohawk stands prominently on its own, and 
  the shaved sides of her head are tattooed with intricate purple and red designs. 
  The necklace around her neck and the sleeveless, armored vest she wears are 
  adorned with the fangs, claws, and bones of numerous predators she has slain 
  in combat. Strangely though, on her left wrist she wears a single, unchained, 
  manacle emblazoned with a faintly glowing triangular rune.
  No one knows Zoe’s original homeland, but many speculated based on her 
  tales that it is far to the south, where dragons are said to still roam free. Forced 
  in servitude at a very young age, Zoë grew strong through manual labor and 
  learned quickly about the cruelty of men in the world. After several years of 
  captivity, she finally saw her opportunity to escape: when her captors failed 
  to return after they left her in a desolate iron mine, she convinced her guards 
  to abandon their duties, free her, and make for the nearest town. She doesn’t 
  talk about the journey to freedom, but she does tell people that she alone came 
  out on the other end. A smart and strong woman needing to disappear and 
  abandon the area, she signed onto a seafaring crew bound northward, and 
  off she went. She jumped crews from time to time, making her way farther 
  northward, before heading inland with a band of insurgents looking to unseat a 
  local tyrant. Unsuccessful and on her own again, Zoë traversed the wilderness 
  before coming across the town of Dancers. From there, she would eventually 
  find herself in Cat’s Cradle. Working the docks or signing up for a ship’s crew, 
  
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  the strong half-orc woman was always up to any challenge. She is always 
  willing to lend a helping hand to those who needed it and has vowed to fight 
  against slavery and injustice whenever she encounters it.
  ZOË TORANNO 
  CR 2
  ZOË TORANNO 
  CR 2
  XP 600
  Half-orc unchained rogue (bandit, rake) 3
  NG Medium humanoid (human, orc)
  Init +3; Senses Perception +5
   
  AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
  hp 20 (3d8+6)
  Fort +2, Ref +6, Will +0
  Defensive Abilities evasion, orc ferocity
   
  Speed 30 ft.
  Melee mwk greataxe +5 (1d12 + 3/×3) or
     mwk sap +6 (1d6 + 3 nonlethal)
  Special Attacks bravado’s blade, sneak attack +2d6 (+2 if 
  nonlethal)
   
  Str 14, Dex 17, Con 12, Int 10, Wis 8, Cha 13
  Base Atk +2; CMB +4; CMD 17
  Feats Enforcer, Intimidating Prowess, Sap Adept, Weapon Finesse
  Skills Acrobatics +8, Bluff +2, Diplomacy +8, Escape Artist +8, 
  Intimidate +13, Perception +5, Profession (sailor) +5, Sense 
  Motive +5, Stealth +8, Use Magic Device +7; Racial Modifiers 
  +2 Intimidate
  Languages Common, Orc
  SQ orc blood, rogue talent (strong impression)
  Combat Gear wand of enlarge person; Other Gear mwk lamellar 
  (leather) armor, mwk greataxe, mwk sap, masterwork tool, 19 
  gp
  Special Abilities
  Special Abilities
  Bravado’s Blade (Ex) On sneak attack, forgo damage dice for free 
  Intimidate with +5 bonus/dice reduced.
  Enforcer If you deal nonlethal damage with a melee weapon, make 
  a free Intimidate check to demoralize.
  Orc Ferocity (1/day) If brought below 0 Hp, can act as though 
  disabled for 1 rd.
  Zoë is well known throughout the Docks and Old Town of Cat’s Cradle 
  for her booming laugh and standoffish attitude. When she and whatever crew 
  she is part of (usually a ship, but sometimes a caravan) arrive in town, they 
  are known to rent out an entire tavern and offer to buy numerous rounds 
  throughout the night. She cares not for treasures or riches, just a good set of 
  gear to fight her enemies, and more importantly: defend those who cannot 
  defend themselves. Zoë has a tense relationship with the guards of the city, as 
  well as certain members of the criminal underworld, as she feels their living 
  conditions and opportunities for honest work could always be better than what 
  they currently are. She is always on the lookout to expose and stop corruption 
  that she sees as a cancer spreading when left unchecked.
  ZOË TORANNO 
  CR 5
  ZOË TORANNO 
  CR 5
  XP 1,600
  Half-orc unchained rogue (bandit, rake) 6
  NG Medium humanoid (human, orc)
  Init +4; Senses Perception +8
   
  AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
  hp 39 (6d8+12)
  Fort +3, Ref +9, Will +1
  Defensive Abilities evasion, orc ferocity
   
  Speed 30 ft.
  Melee +1 sap +10 (1d6 + 5 nonlethal) or
     mwk greataxe +7 (1d12 + 3/×3)
  Special Attacks bravado’s blade, sneak attack +3d6 (+3 if 
  nonlethal)
   
  Str 14, Dex 18, Con 12, Int 10, Wis 8, Cha 13
  Base Atk +4; CMB +6; CMD 20
  Feats Dazzling Display, Enforcer, Intimidating Prowess, Sap 
  Adept, Weapon Finesse, Weapon Focus (sap)
  Skills Acrobatics +12, Bluff +3, Diplomacy +12, Escape Artist 
  +12, Intimidate +16, Perception +8, Profession (sailor) +8, 
  Sense Motive +8, Stealth +12, Use Magic Device +10; Racial 
  Modifiers +2 Intimidate
  Languages Common, Orc
  SQ ambush, debilitating injury: bewildered, debilitating injury: 
  disoriented, debilitating injury: hampered, orc blood, rogue 
  talents (eerie disappearance [full round action, 60 feet], strong 
  impression, weapon training)
  Combat Gear wand of enlarge person; Other Gear +1 lamellar 
  (leather) armor, +1 sap, mwk greataxe, masterwork tool, 19 gp
  Special Abilities
  Special Abilities
  Ambush (Ex) When able to act in the surprise round, can take a 
  move, standard, and swift action.
  Bravado’s Blade (Ex) On sneak attack, forgo damage dice for free 
  Intimidate with +5 bonus/dice reduced.
  Dazzling Display (Sap) Intimidate check to demoralize can affect 
  those within 30’ who see you.
  Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak 
  attack damage takes AC penalty (more vs. striker) for 1 round.
  Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak 
  attack damage takes attack penalty (more vs. striker) for 1 
  round.
  Debilitating Injury: Hampered (Ex) Foe who takes sneak attack 
  damage has speed halved (and can’t 5 ft step) for 1 round.
  Eerie Disappearance (Ex) Move up to speed to cover/concealment, 
  Stealth to Hide, Demoralize foes that lost track of you.
  Enforcer If you deal nonlethal damage with a melee weapon, make 
  a free Intimidate check to demoralize.
  Orc Ferocity (1/day) If brought below 0 Hp, can act as though 
  disabled for 1 rd.
  As a captain aboard the boat The Unchained Shark, Zoë is one of the many 
  who handles the imports and exports of the city via the waterways. She had 
  earned a reputation of being honest and fair when it comes to her transporting 
  
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  and rates, and woe betide any who try to take them in a fight. Not only that, but 
  she is known to take the Shark and go hunting for river pirates or bandit camps 
  that have been established on the water’s edge. A champion of the honest 
  working classes and for the downtrodden, she has yet to ever retreat from a 
  fight she has committed herself to. In addition, Captain Zoë knows a lot about 
  the locations along the length of the rivers of the region; whether it be ruins, 
  caves, camps, or even strange landmarks, she can pass along her knowledge of 
  them to those who have gotten into good graces.
  ZOË TORANNO 
  CR 9
  ZOË TORANNO 
  CR 9
  XP 6,400
  Half-orc unchained rogue (bandit, rake) 10
  NG Medium humanoid (human, orc)
  Init +4; Senses Perception +12
   
  AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
  hp 65 (10d8+20)
  Fort +5, Ref +12, Will +3
  Defensive Abilities evasion, orc ferocity
   
  Speed 30 ft.
  Melee +1 greataxe +10/+5 (1d12 + 4/×3) or
     +1 sap +13/+8 (1d6 + 5 nonlethal)
  Special Attacks bravado’s blade, fearsome strike, sneak attack 
  +5d6 (10d6 + 10 if nonlethal)
   
  Str 14, Dex 18, Con 12, Int 10, Wis 8, Cha 14
  Base Atk +7; CMB +9; CMD 23
  Feats Dazzling Display, Enforcer, Intimidating Prowess, Sap 
  Adept, Sap Master, Shatter Defenses, Violent Display, Weapon 
  Finesse, Weapon Focus (sap)
  Skills Acrobatics +16, Bluff +5, Diplomacy +18, Escape Artist 
  +16, Intimidate +26, Perception +12, Profession (sailor) +12, 
  Sense Motive +12, Stealth +16, Use Magic Device +15; Racial 
  Modifiers +2 Intimidate
  Languages Common, Orc
  SQ ambush, debilitating injury: bewildered, debilitating injury: 
  disoriented, debilitating injury: hampered, orc blood, rogue 
  talents (combat trick, crippling strike, eerie disappearance [full 
  round action, 60 feet], strong impression, weapon training)
  Combat Gear maiden’s helm, wand of bull’s strength (9 charges), 
  wand of cure light wounds, wand of enlarge person, gravelly 
  tonic; Other Gear +1 lamellar (leather) armor, +1 greataxe, +1 
  sap, cloak of resistance +1, masterwork tool, 9 gp
  Special Abilities
  Special Abilities
  Ambush (Ex) When able to act in the surprise round, can take a 
  move, standard, and swift action.
  Bravado’s Blade (Ex) On sneak attack, forgo damage dice for free 
  Intimidate with +5 bonus/dice reduced.
  Crippling Strike (Ex) Your sneak attacks do 2 points of Strength 
  damage.
  Dazzling Display (Sap) Intimidate check to demoralize can affect 
  those within 30’ who see you.
  Debilitating Injury: Bewildered -2/-6 (Ex) Foe who takes sneak 
  attack damage takes AC penalty (more vs. striker) for 1 round.
  Debilitating Injury: Disoriented -2/-6 (Ex) Foe who takes sneak 
  attack damage takes attack penalty (more vs. striker) for 1 
  round.
  Debilitating Injury: Hampered (Ex) Foe who takes sneak attack 
  damage has speed halved (and can’t 5 ft step) for 1 round.
  Eerie Disappearance (Ex) Move up to speed to cover/concealment, 
  Stealth to Hide, Demoralize foes that lost track of you.
  Enforcer If you deal nonlethal damage with a melee weapon, make 
  a free Intimidate check to demoralize.
  Fearsome Strike (2 rounds, 2/day) (Ex) Critical with sneak attack 
  frightens target for 2 rounds.
  Orc Ferocity (1/day) If brought below 0 Hp, can act as though 
  disabled for 1 rd.
  Violent Display Use Dazzling Display as immediate action after 
  critical hit or sneak attack.
  appendix a: neW npCs
  appendix a: neW npCs
  MASTER ALCHEMIST  
  CR 9
  MASTER ALCHEMIST  
  CR 9
  XP 6,400
  hp 53 (Pathfinder Campaign Setting: Inner Sea NPC Codex,
  “Sleepless Detective”)
  appendix b: neW iTems
  appendix b: neW iTems
  alChemiCal salTs and produCTs
  alChemiCal salTs and produCTs
  The so-called “salts” extracted from the strange formations of the Salchamp 
  represent a variety of alchemical substances, many of which have proved 
  valuable in the concoction of the unique substances crafted by Cat’s Cradle’s 
  alchemists. While alchemical items can duplicate the functions of a range of 
  magical potions, some have effects that differ significantly from their arcane 
  counterparts. Below are listed several of the products whose manufacture 
  is unique to Cat’s Cradle, but these represent only a sampling of the many 
  different alchemical items available in that city.
  Darkness Bomb. A more powerful version of a smoke bomb, a darkness 
  bomb acts as a darkness spell with a duration of one hour. Unlike the spell, 
  it cannot be dispelled, but can be dispersed by wind or a breeze in the same 
  fashion as a smoke bomb or fog cloud. 300 gp/vial
  Enhanced Steel. This salve is applied to metals to temporarily improve 
  their quality, though sometimes excessive use can have the opposite effect 
  and damage or corrode the objects it is used on. A single treatment on a 
  weapon gives it a +1-circumstance bonus to attack rolls for one full day. When 
  used on armor, it provides a +1-circumstance bonus to AC for one full day. 
  Effects of the salve are not cumulative, and further applications of the salve 
  risk damaging it permanently. On the second and subsequent applications of 
  enhanced steel to an object roll 1d20. On a roll of 10 or less, the salve takes 
  effect, but object’s hardness and maximum hit points are both reduced by 1d4. 
  Once either reaches zero, the object is destroyed. 100 gp/treatment
  False Scent. Used by hunters and, less lawfully, by criminals being tracked by 
  dogs or other scent-based creatures, false scent comes in small ceramic jars and 
  can be applied to change the user’s scent to a different creature, usually something 
  benign such as a deer or rabbit. A single dose lasts one full day and will protect its 
  user from being tracked by any creature that uses scent. 50 gp/dose.
  Incense of Healing. One of several different incenses sold in Cat’s Cradle 
  and created with Salchamp salts, a stick of incense of healing causes all 
  creatures within 20 feet to regain 1d8 + 5 hit points. A stick must be burned 
  completely for it to have this effect. 500 gp/stick
  Incense of Silence. This incense takes 10 minutes to burn completely; 
  during that time, a 20-foot radius is affected as if by a silence spell. The effect 
  can only be interrupted if the incense is extinguished. 300 gp/stick
  Incense of Tranquility. A stick of incense of tranquility takes 10 minutes 
  to fully burn but provides the benefits of a night’s sleep (excluding regaining 
  daily uses of abilities) to all creatures within 20 feet. 200 gp/stick
  Sleep Gas. This substance acts as a sleep spell when thrown at foes, usually 
  in a small glass vial that breaks on impact. The spell affects all targets within a 
  20-foot radius, including both friends and foes. 100 gp/vial.
  Water Tablets. A single water tablet provides sufficient water to prevent 
  the effects of thirst for up to eight hours. Smaller and far more compact than 
  water skins and other containers, water tablets are popular with adventurers, 
  especially those who intend to venture into wilderness areas or far from 
  civilization. 1 gp/tablet
  appendix C: neW raCe
  appendix C: neW raCe
  yshKaT (pronounCed yish-CaT)
  yshKaT (pronounCed yish-CaT)
  Yshkats have human-like bodies, but their facial features are slightly feline. 
  A yshkat’s large eyes have vertical pupils rather than round ones, their ears 
  are slightly higher than a human’s, and their mouths carry a vicious array of 
  teeth. They have tails with a poison sting, but usually attempt to keep these 
  hidden under cloaks or coats that can be flipped aside easily to use the stinger 
  in combat.
  Family Organization Yshkats are organized into prides, families that have 
  roughly equal numbers of males and females, depending on births and deaths. 
  
  38|Fortune Hunters
  38|Fortune Hunters
  Prides usually have 1d4 + 4 members at any given time. Yshkats almost always 
  do their trading alone (although many of them travel with small entourages of 
  non-yshkat minions). The pride itself comes together on a pre-agreed world 
  once every five or ten years. Different prides of yshkats never work together, 
  although they trade cubs back and forth (as with almost everything the yshkats 
  do, this is a commercial transaction). Occasionally, two yshkat prides end up 
  in a blood feud with each other, in which case many of the ordinary facets of 
  yshkat behavior are suspended until the feud is resolved. These can be bloody 
  battles fought across several worlds. 
  Interplanar Traders Yshkats travel through the planes of existence and 
  different worlds of the material plane, trading various commodities in each 
  new market. In general, each yshkat specializes in a particular product such as 
  perfumes, jewelry, weapons, and so on.
  Yshkat (RP 20)
  +2 INT +2 WIS -2 STR
  Monstrous Humanoid (extraplanar) Yshkats are monstrous 
  humanoids native to the Astral Plane.
  Medium size Yshkats are medium sized creatures.
  Darkvision 60 ft. Yshkats can see in the dark.
  Gifted Linguist Yshkats receive a +4-racial bonus to Linguistics. 
  In addition, whenever a yshkat puts a rank in Linguistics they 
  learn two languages instead of one.
  Bite Yshkats have sharp cat-like teeth that deal 1d3 damage.
  Claws Yshkats have cat-like claws on both hands that deal 1d4 
  damage.
  Poisoned Sting Yshkats have a scorpion-like tail that stings for 
  1d3 damage and inflicts the Yshkat Poison.
  Yshkat Poison A yshkat’s sting produces a poison that slow 
  the reflexes of the victim. The poison’s Fortitude DC is 10 + 
  CON mod, frequency is 1/round for 4 rounds, the effect is 1 dex 
  damage, and the poison is cured with 1 save.
  Constant Blurred Movement (Su) Yshkats are slightly out of 
  sync with the world around them, granting them the effects of 
  constant blurred movement.
  1/week Planar Travel (Sp) The yshkat can move itself, objects 
  it is carrying, and unattended objects within 10 feet from one 
  plane of existence to another, or from one world of the Material 
  Plane to another as per Plane Shift. The use of this ability 
  takes three hours to activate, but the process takes a full three 
  days for the yshkat and its possessions to fade away from one 
  location and appear in the next. During this transition time, the 
  yshkat and its possessions are considered to be ethereal at both 
  locations. While in this state, the yshkat cannot interact with 
  anything other than the objects they are transporting.
  
  Fortune Hunters
  Fortune Hunters|39
  |39
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  Fortune Hunters, © 2020, Frog God Games; Author Jack Cull
  
  FROG GOD
  GAMES
  Fortune Hunters is a book of non-player characters that may be 
  encountered in any town. Each of the NPCs is detailed at three 
  different points in their history: low level, medium level, and high 
  level. They can be used as recurring allies or villains with ready 
  explanations of what they have been doing since the last time the 
  characters encountered them.The backgrounds of the NPCs as-
  sume that the book is being used in tandem with the Cat’s Cradle 
  Sourcebook published by Frog God Games, but can be used in any 
  setting.
  Fortune
  Fortune
  Hunters
  Hunters
  Fortune
  Fortune
  Hunters
  Hunters
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Frog God Games/Fortune Hunters.pdf