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Improvised Hurler

Improvised Hurler CR 14

Source NPC Codex pg. 106
XP 38,400
Dwarf monk 15
LN Medium humanoid (dwarf)
Init +7; Senses Perception +22

Defense

AC 28, touch 22, flat-footed 24 (+4 armor, +1 deflection, +3 Dex, +1 dodge, +3 monk, +2 natural, +4 Wis)
hp 91 (15d8+20)
Fort +13, Ref +15, Will +16; +2 vs. enchantments, +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants), improved evasion; Immune disease, poison; SR 25

Offense

Speed 70 ft.
Melee +1 unarmed strike +16/+11/+6 (2d6+5/19–20)
Ranged improvised thrown weapon +15 (1d8+4/19–20)
Special Attacks +1 on attack rolls against goblinoid and orc humanoids, flurry of blows, quivering palm (1/day, DC 21), stunning fist (15/day, DC 21)

Tactics

Before Combat The monk drinks potions of barkskin and cat’s grace.
During Combat This monk prefers to use improvised weapons like ladders, tankards, and chisels. If he happens upon a particularly effective and sturdy improvised weapon, he applies oil of greater magic weapon before rejoining the fray. In familiar terrain, he tries to stun or trip a foe as a standard action and then uses his abundant step ability to seek cover where he can hide. The dwarf then pelts his adversaries with anything on hand.
Base Statistics Without barkskin and cat’s grace, the monk’s statistics are Init +5; AC 24, touch 20, flat-footed 22; Ref +13; Ranged improvised thrown weapon +13 (1d8+4/19–20); Dex 13; CMD 35 (39 vs. bull rush, 41 vs. trip); Skills Acrobatics +14 (+45 when jumping), Stealth +9.

Statistics

Str 18, Dex 17, Con 12, Int 12, Wis 18, Cha 8
Base Atk +11; CMB +19 (+21 trip); CMD 37 (41 vs. bull rush, 43 vs. trip)
Feats Catch Off-Guard, Combat Reflexes, Dodge, Extra Ki, Gorgon’s Fist, Improved Initiative, Improved Trip, Improved Unarmed Strike, Improvised Weapon Mastery, Medusa’s Wrath, Power Attack, Scorpion Style, Step Up, Stunning Fist, Throw Anything
Skills Acrobatics +16 (+47 when jumping), Appraise +11 (+13 to assess nonmagical metals or gemstones), Climb +11, Craft (carpentry) +21, Knowledge (dungeoneering, engineering) +6, Knowledge (history) +8, Perception +22 (+24 to notice unusual stonework), Sense Motive +19, Stealth +11
SQ abundant step, diamond body, diamond soul, fast movement, high jump, ki pool (13 points, lawful, magic), maneuver training, purity of body, slow fall 70 ft., wholeness of body
Combat Gear oil of greater magic weapon (3), oil of mending (5), potion of barkskin, potion of cat’s grace, potions of cure serious wounds (2); Other Gear amulet of mighty fists +1, belt of giant strength +2, bracers of armor +4, cloak of resistance +3, headband of inspired wisdom +2, ring of protection +1, masterwork artisan’s tools, 470 gp

Typically found among tavern brawlers, an improvised hurler turns ordinary objects into devastating weapons.

Creighton Flintfinger

As a child, Creighton hurled his cup at an older boy and knocked him out cold. From that point on, the world was his weapon. Each foe the dwarf faces is a puzzle—how can he win using only what is provided by nature and luck? He has been on this path for 20 years now, and is considered by many to be a living saint.

Combat Encounters: Creighton is friendly with many adventuring parties and city governments. He often travels as a group member, friend of a dignitary, or emissary, and comes to the aid of those who seem worthy.

Roleplaying Suggestions: Creighton is not like other dwarves. Tranquil in conversation, he is a riot of emotion in battle, as he tries to fuse with the world’s primal nature.