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paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012
Featured Races 2
helpless monk does not gain the benefits of resilience.
This ability replaces evasion.
Ki Pool (Su): At 4th level, an ironskin monk can spend 1
point from his ki pool to gain a damage bonus equal to 1/2
his level against objects and constructs for 1 round. This
replaces the ability to increase speed with ki.
Staggering Blow (Ex): At 5th level, an ironskin monk
attacking with an unarmed strike can spend 1 point from
his ki pool as a free action after a successful critical hit to
stagger the creature struck for 1 round (Fort DC 10 + 1/2
the ironskin monk’s level + the ironskin monk’s Wisdom
modifier negates). This ability replaces high jump.
Tough as Nails (Ex): At 6th level, an ironskin monk gains
DR 1/—. Subtract 1 point from the damage the ironskin
monk takes each time he is dealt damage from a weapon
or a natural attack. This damage reduction increases by
1 point at 9th level and every 3 levels thereafter. Damage
reduction can reduce damage to 0 but not below 0. This
ability replaces fast movement and slow fall.
Evasion (Ex): At 9th level, an ironskin monk gains
evasion. This ability replaces improved evasion.
Surefooted (Ex): At 17th level, an ironskin monk’s speed
is not reduced by difficult terrain. This ability replaces
tongue of the sun and moon.
Unbreakable (Ex): At 20th level, an ironskin monk sets
aside many of the frailties of mortal f lesh. He becomes
immune to death effects and stunning. He is not subject
to ability damage or ability drain, and has a 75% chance of
ignoring the extra damage dealt by critical hits and sneak
attacks. This ability replaces perfect self.
NEW RACIAL RULES
The following options are available to hobgoblins. At the
GM’s discretion, other appropriate races may make use of
some of these new rules.
Hobgoblin Equipment
Hobgoblins have access to the following equipment.
Brewed Reek: Animal musk, spoiled meat, pungent
plants, and any other foul-smelling substances on hand
go into a batch of brewed reek. When boiled, this mixture
becomes a thick alchemical slime that adheres to anything
it touches. You can hurl brewed reek as a splash weapon
with a range increment of 10 feet. A creature struck with
a direct hit must succeed at a DC 15 Fortitude save or be
sickened for 2d6 rounds. If the target fails its save, it must
make a second Fortitude save or be nauseated for 1 round.
Creatures in the splash area must make a Fortitude save or
be sickened for 1 round. A creature that drinks brewed reek
does not get a saving throw and is sickened for 2d6 rounds
and nauseated for 1 round.
Fetters: Fetters are manacles fitted around the ankles
rather than the wrists, and use the same rules (Core
Rulebook 156) for breaking, escape, and cost relative to size.
A creature in fetters is entangled and can only move at half
speed. In addition, a fettered creature must succeed at a
DC 15 Acrobatics check to move more than its (reduced)
speed in a round. If it fails the check by 5 or more, the
creature falls prone.
Hobgoblin War Draught: This drink is a foul-smelling
alchemical blend of raw alcohol, mashed grubs, and
medicinal mushrooms. A hobgoblin under the effects
of hobgoblin war draught ignores all penalties resulting
from the fatigued and shaken conditions for 10 minutes,
after which he must succeed at a DC 15 Fortitude save or be
sickened for 1 hour. Anyone lacking the goblinoid subtype
who drinks hobgoblin war draught must immediately make
a DC 15 Fortitude save or be sickened for 1 hour; success
means the drinker ignores all penalties resulting from the
fatigued and shaken conditions for 1 minute, after which he
is sickened for 10 minutes. Hobgoblin war draught has no
effect on creatures that are immune to poison.
Manacle Barbs: Barbs added to these manacles wound
a captive who does more than move slowly and with care.
A creature secured in barbed manacles takes 1 point
of piercing damage if it takes more than a single move
action during a round. Rough movement of any kind,
such as being struck in combat or falling prone, likewise
causes 1 point of damage. Attempting to break out of
barbed manacles with a Strength check deals 1d4 points
of piercing damage to the captive regardless of the success
of the attempt.
Fetters can also be fitted with barbs, but the wearer can
avoid damage by not taking actions that involve moving
its legs. Hobgoblins often use such fetters to secure
artisans to their worktables. Securing a captive with
multiple sets of manacles and/or fetters doesn’t cause
additional damage.
Unstable Accelerant: A volatile mix of incendiary
reagents, unstable accelerant can be thrown just like
alchemist’s fire. In the hands of an alchemist, a f lask of
unstable accelerant can be used as part of creating a bomb,
increasing its fire damage by +1d6 points. It has no effect
on bombs that do not deal fire damage. If the bomb lasts
for more than an instant, the extra damage only applies to
the first round’s damage.
Hobgoblin Equipment
Item Cost Weight Craft DC
Brewed reek 40 gp 1 lb. DC 25
Fetters 15 gp 2 lbs. —
Fetters, masterwork 50 gp 2 lbs. —
Hobgoblin war draught 10 gp 1 lb. DC 20*
Manacle barbs +15 gp 1 lb. —
Unstable accelerant 50 gp 1/2 lb. DC 25
* Craft DC 15 for hobgoblins
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paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012