By James L. Sutter
- In the outcast urban of Kaer Maga, your corporation is your personal, and no ware is simply too risky or taboo to discover a shopper. in the partitions of the traditional, ruined castle, refugees and criminals from each state disappear into the crowds of gangs and monsters.
- Leech-covered bloatmages haggle with Sweettalkers — spiritual zealots who stitch their very own lips close — whereas naga crime lords squeeze self-mutilating troll prophets for cover cash. And those are only the citizens, now not the fearsome beasts slightly inside the mysterious dungeons underneath the streets, held at bay by means of the elite rangers often called the Duskwardens. Welcome to the town of Strangers, a haven of freedom and independence for all — presuming you survive.
- Inside this finished, 64-page sourcebook you’ll locate every little thing you want to find out about operating a online game in Kaer Maga, together with info and amazing destinations for all eleven districts; a heritage of the town, and the weird ruined monument that homes it; info at the numerous gangs and factions in the urban; a layer-by-layer consultant to the dungeons underneath the town, and the echoes of misplaced races and magic that also shield them; plus new monsters, magic goods, feats, and more.
Read or Download Pathfinder Chronicles: City of Strangers (Pathfinder Chronicles Supplement) PDF
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Extra resources for Pathfinder Chronicles: City of Strangers (Pathfinder Chronicles Supplement)
If one caulborn in a gaggle isn't really flat-footed, none of them are. No caulborn in a gaggle is taken into account flanked until all of them are. Premonition (Su) as soon as according to day as a right away motion, a caulborn can obtain a flash of perception that permits it to try to prevent a unmarried assault. This premonition gives you the caulborn a +2 perception bonus to AC and on Reflex saves. Psychic Deflection (Su) A caulborn provides its air of mystery modifier as a deflection bonus to its AC. The caulborn loses this bonus while subconscious. Racial reminiscence (Ex) As a full-round motion, a caulborn inside three hundred ft of its hive’s brain-sack may possibly entry the hive’s racial reminiscence to obtain a +20 bonus on a unmarried wisdom cost. additionally, the brain-sack immediately acquires any piece of data realized by means of one caulborn that comes inside three hundred ft of it. this data may perhaps then be shared by way of the other caulborn with three hundred ft. Thoughtsense (Su) A caulborn notices and locates dwelling, awake creatures inside 60 ft, simply as though it possessed the blindsight skill. Spells comparable to nondetection or brain clean make an affected creature undetectable by means of this feeling. This humanoid creature is hairless, its light pores and skin congealed into plates. a good, gentle hood of epidermis covers the distance the place its eyes will be, and the ground of its face expands into mouths—the best one small and man-like, the decrease an outsized monstrosity with break up jaws that extend out like mandibles. the 1st arms on each one hand are hideously elongated and multi-jointed. Caulborn XP 3,200 CR 7 N Medium outsider (extraplanar) Init +4; Senses blindsense 60 feet. , thoughtsense; notion +15 Immune gaze assaults, illusions, visible results, and different assault varieties that depend on sight security AC 21, contact 18, flat-footed 17 (+4 deflection, +4 Dex, +3 common) hp seventy six (9d10+27) citadel +6, Ref +10, Will +13 protective skills premonition, psychic deflection Offense pace 30 feet. Melee chunk +13 (1d8+3), 2 claws +12 (1d6+3) particular assaults eat strategies Spell-Like talents (CL seventh; focus +11) Constant—detect recommendations (DC sixteen) At will—daze (DC 14), observe magic, learn magic 3/day—charm monster (DC 18), carry monster (DC 19), hypnotic trend (DC 16), vampiric contact (DC 17) 1/week—plane shift (willing ambitions merely) facts Str sixteen, Dex 19, Con sixteen, Int 25, Wis 20, Cha 19 Base Atk +9; CMB +12; CMD 30 Feats strive against Casting, wrestle services, strive against Reflexes, Iron Will, Weapon concentration (bite) abilities Acrobatics +12, Appraise +12, Bluff +12, Intimidate +14, wisdom (arcana) +14, wisdom (dungeoneering) +14, wisdom (engineering) +14, wisdom (geography) +14, wisdom (history) +14, wisdom (local) +14, wisdom (nature) +14, wisdom (nobility) +14, wisdom (planes) +17, wisdom (religion) +14, belief +15, experience reason +12, Spellcraft +14, Stealth +12, Use Magic machine +12 Languages Abyssal, Aklo, Celestial, universal, Draconic, large, Infernal, Thassilonian; telepathy a hundred feet. SQ cooperative scrying, hive brain, racial reminiscence A race of telepathic prophets and historians, the unknown creatures often called the caulborn wander the planes looking for new principles, stories, and ideas so as to add to the pulsating, bloated brain-sacks that function their collective stories.