In this batch we come to humans. The goblin rogue guy above made me a bit concerned about mixing pc complexity with monster complexity, but humans are what made me realize I need to make "cheater" prestige classes for monsters to allow a more simplified approach. I mean, I don't mind having one of these guys in a fight, but running six different unique pc-classed goblins would be a pain for one guy to pull off.
Well- I'm not sure, actually, but I think it would be too much to keep track of (individual stances & fighting styles, etc).
HARPY
Harpy
Medium humanoid beast3rd level skirmisher/3rd level spellcaster (avian, humanoid)
Hit Dice: 2d6+3d4+4 (18 hp); AC: 13
Melee: +1; Fort: 14
Ranged: +0; Reflex: 16
Spell: +3; Will: 19
Perceptions -
Initiative +0; Speed 20', fly 40'
Languages Common, Harpy
Str 10, Int 10, Wis 13, Dex 13, Con 13, Cha 18
TRAITS
Harpy: A harpy gets a +2 bonus to its AC and Will defense.
TRIGGERED ACTIONS
Protect Me! (recharges on a 10+): Trigger: An enemy attacks the harpy; Effect: An adjacent enemy that is affected by the harpy's harpy song switches places with it, and the attack now targets that enemy.
Don't Hurt My Friend (recharges on a 10+): Trigger: An enemy attacks the harpy; Effect: An enemy that is affected by the harpy's harpy song and adjacent to the triggering enemy makes a melee attack against the triggering enemy.
STANDARD ACTIONS
Dagger (melee): +4 vs. AC; 1d4/19-20 damage.
Dagger (ranged): +3 vs. AC (range 3); 1d4/19-20 damage.
Dart: +4 vs. AC (range 3); 1d3 damage.
MINOR ACTIONS
Harpy Song: Targets each enemy within 30'; +3 vs. Will; Hit: The target treats the harpy as an ally and cannot attack it.
Skill Bonuses: +4 to checks involving music, +2 to checks involving persuasion
Equipment dagger, 4 darts
Harpy Bard
Medium humanoid beast 4th level skirmisher/3rd level spellcaster/1st level bard (avian, humanoid)
Hit Dice: 2d6+3d4+4 (18 hp); AC: 13 (See also bardic music.)
Melee: +1; Fort: 14 (See also bardic music.)
Ranged: +1; Reflex: 17 (See also bardic music.)
Spell: +3; Will: 19 (See also bardic music.)
Perceptions -
Initiative +0; Speed 20', fly 40'
Languages Common, Harpy
Str 10, Int 10, Wis 13, Dex 13, Con 13, Cha 18
TRAITS
Harpy: A harpy gets a +2 bonus to its AC and Will defense.
TRIGGERED ACTIONS
Protect Me! (recharges on a 10+): Trigger: An enemy attacks the harpy; Effect: An adjacent enemy that is affected by the harpy's harpy song switches places with it, and the attack now targets that enemy.
Don't Hurt My Friend (recharges on a 10+): Trigger: An enemy attacks the harpy; Effect: An enemy that is affected by the harpy's harpy song and adjacent to the triggering enemy makes a melee attack against the triggering enemy.
STANDARD ACTIONS
Dagger (melee): +4 vs. AC; 1d4/19-20 damage. See also bardic music.
Dagger (ranged): +3 vs. AC (range 3); 1d4/19-20 damage. See also bardic music.
Dart: +4 vs. AC (range 3); 1d3 damage. See also bardic music.
MINOR ACTIONS
Harpy Song: Targets each enemy within 30'; +3 vs. Will; Hit: The target treats the harpy as an ally and cannot attack it.
Bardic Music: The harpy bard and each ally within 60' gains a +1 bonus on attacks, damage and defenses until the end of the next round.
Skill Bonuses: +6 to checks involving music, +2 to checks involving persuasion
Equipment dagger, 4 darts
HUMAN
Human Hoodlum
Medium humanoid 1st level fighter
Hit Dice: 1d10+4 (9 hp); AC: 15 (16 with weapon and shield style)
Melee: +1; Fort: 15
Ranged: +0; Reflex: 14 (15 with weapon and shield style)
Spell: +0; Will: 13
Perceptions -
Initiative +0; Speed 6
Languages Common plus one other
Str 14, Int 8, Wis 10, Dex 10, Con13, Cha 9
TRAITS
Fighting Styles: The hoodlum can choose between the following fighting styles:
---One Handed Weapon Style: While the hoodlum has a weapon in one hand and the other hand free, she gets a +1 bonus to attacks.
---Weapon and Shield Style: While fighting with a melee weapon in one hand and a shield in the other, the hoodlum gets a +1 bonus to AC and Reflex.
Stances: The hoodlum can choose between the following stances:
---Call 'Em Out: Adjacent enemies suffer a -2 penalty on attacks that don't include the hoodlum as a target.
---Crusher Stance: When she hits with a melee weapon that does bludgeoning damage, the hoodlum gets a +2 bonus to damage.
---Defensive Stance: The hoodlum gets a +1 bonus to all defenses.
STANDARD ACTIONS
Club: +2 vs. AC; 1d4 damage.
---With One Handed Weapon Style: +3 vs. AC; 1d4 damage.
---With Crusher Stance: +2 vs. AC; 1d4+2 damage.
---With One Handed Weapon Style and Crusher Stance: +3 vs. AC; 1d4+2 damage.
Skill Bonuses: +2 to checks involving bullying
Equipment Studded leather armor, light shiled, cap, club
Human Bandit
Medium humanoid 1st level rogue/1st level fighter
Hit Dice: 1d10+4 (9 hp); AC: 12
Melee: +1; Fort: 13
Ranged: +0; Reflex: 16
Spell: +0; Will: 12
Perceptions -
Initiative +0; Speed 30'
Languages Common, one other
Str 13, Int 8, Wis 8, Dex 15, Con 12, Cha 9
TRAITS
Fighting Styles: The bandit can choose between the following fighting styles:
---One-Handed Weapon Style: When attacking with a weapon in one hand and the other hand free, the bandit gains a +1 bonus to melee attacks.
---Throwing Weapon Style: When the bandit throws a weapon, he may shift 5' before or after the attack.
Stances: The bandit can choose between the following stances:
---Aggressive Stance: +1 to melee attacks.
---Knife Stance: +1 bonus to melee and ranged attacks with a light blade.
---Stealthy Stance: +2 bonus on skill checks to be sneaky.
Sneak attack: +1d6 damage with combat advantage.
STANDARD ACTIONS
Shortsword: +3 vs. AC; 1d6/19-20 damage.
---With One-Handed Style and Aggressive or Knife Stance: +5 vs. AC; 1d6/19-20.
Dart: +3 vs. AC; 1d3 damage.
---With Throwing Style: Shift 5' before or after the attack.
Skill Bonuses +2 to skills involving banditry
Equipment leather armor, shortsword, 6 darts
Human Cult Member
Medium humanoid 1st level rogue/1st level cultist
Hit Dice: 1d6+3 (6 hp); AC: 12 (plus see weapon and cloak style)
Melee: +1; Fort: 13 (plus see weapon and cloak style)
Ranged: +0; Reflex: 15 (plus see weapon and cloak style)
Spell: +0; Will: 13 (plus see weapon and cloak style)
Perceptions -
Initiative +0 (+1 with weapon and cloak style); Speed 30'
Languages Common, one other (usually Abyssal, Infernal or something else of that ilk)
Str 11, Int 12, Wis 6, Dex 13, Con 10, Cha 13
TRAITS
Fanaticism: A cultist gains a +5 bonus to saving throws against effects that target her Will defense. A cultist gains a +1 bonus to attacks when another cultist or a location sacred to the cult is within 50'.
Fighting Styles: The cult member can choose between the following fighting styles:
---One Handed Weapon Style: While the cult member has a weapon in one hand and the other hand free, she gets a +1 bonus to attacks.
---Weapon and Cloak Style: While the cult member has a weapon in one hand and her cloak in the other, she gets a +1 bonus to initiative and a +3 bonus to defenses against opportunity attacks.
Stances: The hoodlum can choose between the following stances:
---Knife Stance: The cult member gets a +1 bonus to melee and ranged attacks with light blades.
---Liar Stance: The cult member gets a +2 bonus on skill checks to mislead or lie to creatures.
STANDARD ACTIONS
Dagger (melee): +4 vs. AC; 1d4/19-20 damage.
---With One Handed Weapon Style or Knife Stance: +5 vs. AC; 1d4/19-20 damage.
Dagger (ranged): +3 vs. AC (range 3); 1d4/19-20 damage.
---With One Handed Weapon Style or Knife Stance: +4 vs. AC (range 3); 1d4/19-20 damage.
Skill Bonuses +2 bonus to skill checks made to deceive or misdirect creatures about the cult (+4 with liar stance)
Equipment cap, dagger, sling, 10 bullets
Human Cult Leader
Medium 5th level cleric/3rd level cultist
Hit Dice: 4d8+2 (20 hp); AC: 16 (17 while using a style) (see also defensive stance)
-1 to crit severity
Melee: +1 (see also fanaticism); Fort: 15 (see also defensive stance)
Ranged: +0 (see also fanaticism); Reflex: 12 (13 with weapon and shield style) (see also defensive stance)
Spell: +2 (see also fanaticism); Will: 19 (see also fanaticism, mindless obedience, holy warrior style, defensive stance)
Perceptions -
Initiative +0; Speed 25'
Languages Common, Abyssal
Str 10, Int 13, Wis 16, Dex 8, Con 7, Cha 15
TRAITS
Fighting Styles: The cult leader can choose between the following fighting styles:
---Weapon and Shield Style: When the cult leader wields a weapon and shield, he gets a +1 bonus to AC and Reflex.
---Holy Warrior Style: When the cult leader wields a weapon in one hand and a holy symbol in the other, he gains a +1 bonus to AC and Will.
Metamagic: The cult leader can apply the following metamagic effects (see also prayerful stance):
---Expert Reaching (recharges on a 14+): Cast a touch prayerwith a range of 25'
---Overwhelm (recharges on an 18+): When he hits a target with a spell attack, the cult leader knocks it prone.
---Concentrate (recharges on a 16+): When he uses a prayer that gives a bonus to himself or his allies, the bonus increases by 1.
Stances: The cult leader can choose between the following stances:
---Expert Prayerful Stance: The cult leader gains a +1 bonus on spell attacks and a +2 bonus to metamagic recharge rolls.
---Defensive Stance: The cult leader gains a +1 bonus to all defenses.
---Crusher Stance: When he uses a bludgeoning melee weapon, the cult leader gets a +2 bonus to damage.
TRIGGERED ACTIONS
Fanaticism: A cultist gains a +5 bonus to saving throws against effects that target her Will defense. A cultist gains a +1 bonus to attacks when another cultist or a location sacred to the cult is within 50'.
Take One for the Team (recharges on a 10+): Trigger: An adjacent ally is hit by a melee or ranged attack. Effect (interrupt): The cult leader switches places with the target and is hit instead.
Mindless Obedience: Any effect that causes a cult leader to attack an ally, act against the cult, consider an ally an enemy, or consider a creature attacking a member or fixture of the cult an ally ends immediately.
STANDARD ACTIONS
Mace: +2 vs. AC; 1d6 damage.
---With Crusher Stance: +2 vs. AC; 1d6+2 damage.
Death Vision: +2 vs. Will against a target the cult leader can touch; 1d6 psychic damage.
---With Prayerful Stance: +3 vs. Will.
Death Knell: +2 vs. Fortitude against a bloodied enemy the cult leader can touch; 2d6 necrotic damage. If the target dies, the cult leader gets a +2 bonus to attacks and defenses until the end of the next round.
---With Prayerful Stance: +3 vs. Fortitude.
Bless: The cult leader and all allies within a range of 25' gain +1 to melee attacks and AC until the end of the next round. Sustain minor.
Cure Light Wounds: Touch one creature and heal it of damage equal to 10% of its maximum hit points plus 1d6. This prayer can be used as a minor action, but it must then recharge.
MINOR ACTIONS
Cure Light Wounds (recharge 13+): Touch one creature and heal it of damage equal to 10% of its maximum hit points plus 1d6. (Each creature is only subject to this effect 1/day.)
Skill Bonuses +2 to skill checks involving religion or made to deceive or misdirect creatures about the cult
Equipment chain mail, heavy shield, helm, mace, holy symbol
Domains: Acolyte of Battle and Healing; Initiate of Death