preferential-lite
shadow

Mourning Fighter

Mourning Fighter

Frontline DPS for normal mode difficulty (or lower) in Pathfinder Kingmaker. Effective from first level. Capitalizes on experience points obtained via successful Persuasion and Trickery skill checks. Build’s function is to dual wield the Mourning shortspears sold by traders at Rushlight and Pitax for 98,000 gold each. The endgame weapons can cast crushing despair (DC 21 vs Will) per hit and finger of death (DC 21 vs Will) per critical hit.

Ability Scores
Strength 19 Intelligence 10
Dexterity 15 Wisdom 10
Constitution 14 Charisma 10
Skills
Perception, Persuasion, Trickery
Level Class Bonus Class Features Selected Options
1 Fighter +1 Feat: Dodge, Combat Bonus Feat: Power Attack, Human Racial Feat: Weapon Focus (Shortspear)
2 Fighter +2 Bravery +1 Combat Bonus Feat: Cleave
3 Fighter +3 Armor Training +1 Feat: Cleaving Finish
4 Fighter +4 Combat Bonus Feat: Weapon Specialization (Shortspear)
5 Fighter +5 Weapon Training +1 Feat: Iron Will, Weapon Training Group: Spears
6 Fighter +6 Bravery +2 Combat Bonus Feat: Blind Fight
7 Fighter +7 Armor Training +2 Feat: Improved Iron Will
8 Fighter +8 Combat Bonus Feat: Greater Weapon Focus (Shortspear)
9 Fighter +9 Weapon Training +2 Advanced Weapon Training Option: Effortless Dual-Wielding, Feat: Two-Weapon Fighting
10 Fighter +10 Bravery +3 Combat Bonus Feat: Improved Two-Weapon Fighting
11 Fighter +11 Armor Training +3 Feat: Greater Two-Weapon Fighting
12 Fighter +12 Combat Bonus Feat: Greater Weapon Specialization (Shortspear)
13 Fighter +13 Weapon Training +3 Feat: Improved Critical (Shortspear), Advanced Weapon Training Option: Armed Bravery
14 Fighter +14 Bravery +4 Combat Bonus Feat: Critical Focus
15 Fighter +15 Armor Training +4 Feat: Staggering Critical
16 Fighter +16 Combat Bonus Feat: Blinding Critical
17 Fighter +17 Weapon Training +4 Feat: Critical Mastery, Advanced Weapon Training Option: Trained Initiative
18 Fighter +18 Bravery +5 Combat Bonus Feat: Improved Initiative
19 Fighter +19 Armor Mastery Feat: Improved Blind Fight
20 Fighter +20 Weapon Mastery Combat Bonus Feat: Greater Blind Fight
Equipment
mourning (2), wind breath, onslaught, belt of physical perfection +8, gloves of dueling, manticore skin boots, metal reborn, absolver’s cloak, ring of circumstances, daring duelist

Arecales

Arecales

Arecales is the soul of an ancient lich, reborn and diminish into an Awakened Shrub (small plant, unaligned) as divine punishment for blasphemous hubris. Arecales seeks a means to undo the curse, though reversing the wrath of the gods is no easy feat.

An “out of the box” idea is to ally with an individual who possesses the potential to become an archimage and freed via wish. Yet there in lies the danger of becoming enslaved, or worst, to someone with unscrupulous designs. For this plan, Arecales patiently monitors the closest backwater villages for someone to nurture into a hero, and more importantly, set into motion pathways to freedom.

Arecales serves as an excellent sidekick to fill the mentorship role. It can be higher level than the apprentice, and provide the source for learnt spells. While an invaluable ally, Arecales avoids winning the PC’s battles for them, as doing so limits growth and potential. If an apprentice were to die, a more worthy candidate should be found. Eventually the PC will surpass the mentor, bring Arecales’ end goal into closer reach.


Armor Class 9
Hit Points 10 (3d6)
Speed 20 ft.


STR DEX CON INT WIS CHA
3 (-4) 8 (-1) 11 (+0) 10 (+0) 10 (+0) 6 (-2)

Skills Arcana +2, History +2
Damage Vulnerabilities fire
Damage Resistances piercing
Senses passive Perception 10
Languages Common


False Appearance. While the shrub remains motionless, it is indistinguishable from a normal shrub.

ACTIONS

Rake. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 – 1) slashing damage.

Level Class Bonus Features
1 Spellcaster +2 Bonus Proficiencies (Intelligence; Arcana, History)
2 Spellcaster +2
3 Spellcaster +2
4 Spellcaster +2 Ability Score Improvement: +2 Intelligence
5 Spellcaster +3
6 Spellcaster +3 Potent Cantrips
7 Spellcaster +3
8 Spellcaster +3 Ability Score Improvement: +2 Intelligence
9 Spellcaster +4
10 Spellcaster +4
11 Spellcaster +4
12 Spellcaster +4 Ability Score Improvement: +2 Intelligence
13 Spellcaster +5
14 Spellcaster +5 Empowered Spells
15 Spellcaster +5
16 Spellcaster +5 Ability Score Improvement: +2 Intelligence
17 Spellcaster +6
18 Spellcaster +6 Ability Score Improvement: +2 Intelligence
19 Spellcaster +6
20 Spellcaster +6 Focused Casting

Sabertooth Sorcerer

Sabertooth Sorcerer

Battlefield control and rearguard support for normal mode difficulty (or lower) in Pathfinder Kingmaker. Effective from first level. Capitalizes on experience points obtained via successful Persuasion and Trickery skill checks. Smilodon provides the melee muscle and tanking. Sorcerer provides buffing on pet and debuffing on enemies.

Ability Scores
Strength 9 Intelligence 10
Dexterity 16 Wisdom 8
Constitution 14 Charisma 19
Skills
Persuasion, Trickery, Use Magic Device
Level Class Bonus Class Features Selected Options
1 Sylvan Sorcerer +0 Cantrips, Class Skill: Lore (Nature), Detect Magic, Sorcerer Proficiency Animal Companion: Smilodon, Feat: Point-Blank Shot, Human Racial Feat: Precise Shot, Sylvan Bloodline Feat: Spell Focus (Conjuration); grease, magic armor
2 Sylvan Sorcerer +1
3 Sylvan Sorcerer +1 Woodland Strike; entangle Feat: Greater Spell Focus (Conjuration); reduce person
4 Sylvan Sorcerer +2 +1 Charisma; glitterdust
5 Sylvan Sorcerer +2 hideous laughter Feat: Spell Focus (Enchantment); shield, bull’s strength
6 Sylvan Sorcerer +3 stinking cloud
7 Sylvan Sorcerer +3 Improved Animal Companion; deep slumber Feat: Greater Spell Focus (Enchantment), Sylvan Bloodline Feat: Improved Initiative; magic missile, mirror image, haste
8 Sylvan Sorcerer +4 +1 Charisma; greater invisibility
9 Sylvan Sorcerer +4 Fleeting Glance; poison Feat: Spell Focus (Transmutation); scorching ray, displacement, confusion
10 Sylvan Sorcerer +5 animal growth
11 Sylvan Sorcerer +5 vinetrap Feat: Greater Spell Focus (Transmutation); pernicious poison, communal resist energy, communal protection from energy, dimension door, cloudkill
12 Sylvan Sorcerer +6 +1 Charisma; greater heroism
13 Sylvan Sorcerer +6 greater dispel magic Feat: Spell Penetration, Sylvan Bloodline Feat: Dodge; enervation, baleful polymorph, disintegrate
14 Sylvan Sorcerer +7 legendary proportions
15 Sylvan Sorcerer +7 Fey Magic; changestaff Feat: Greater Spell Penetration; mind fog, chains of light, waves of exhaustion
16 Sylvan Sorcerer +8 +1 Charisma; mindblank
17 Sylvan Sorcerer +8 summon nereid Feat: Augment Summoning; firebrand, seamantle
18 Sylvan Sorcerer +9 tsunami
19 Sylvan Sorcerer +9 summon hamadryad Feat: Superior Summoning, Sylvan Bloodline Feat: Quicken Spell; greater angelic aspect, foresight
20 Sylvan Sorcerer +10 Soul of the Fey; cloak of dreams +1 Charisma; energy drain

Halfling Defender Duelist

Halfling Defender Duelist

Defensive frontline melee for challenging mode difficulty (or lower) in Pathfinder Kingmaker. Effective from fourth level. Capitalizes on experience points obtained via successful Persuasion and Trickery skill checks. Endgame weapon of choice is Bloodhound, obtainable during Chapter Two by exploiting dimension door in Lonely Barrow.

Ability Scores
Strength 8 Intelligence 16
Dexterity 17 Wisdom 14
Constitution 14 Charisma 10
Skills
Knowledge (World) 5, Mobility 3, Perception, Persuasion, Stealth 2, Trickery, Use Magic Device 19
Level Class Bonus Class Features Selected Options
1 Aldori Defender +1 Exotic Weapon Proficiency (Dueling Sword), Fighter Proficiency Feat: Dodge, Combat Bonus Feat: Weapon Focus (Dueling Sword)
2 Thug +1 Frightening, Rogue Proficiency, Sneak Attack +1d6, Weapon Finesse
3 Thug +2 Evasion, Sneak Attack +2d6 Feat: Accomplished Sneak Attacker, Rogue Talent (Combat Trick: Aldori Dueling Mastery)
4 Thug +3 Brutal Beating, Sneak Attack +3d6 +1 Dexterity, Finesse Training (Dueling Sword)
5 Thug +4 Bewildering Injury, Debilitating Injury, Disorienting Injury, Hampering Injury, Uncanny Dodge Feat: Improved Unarmed Strike, Rogue Talent (Combat Trick: Crane Style)
6 Aldori Defender +5 Bravery Combat Bonus Feat: Crane Wing
7 Aldori Defender +6 Defensive Parry Feat: Cautious Fighter
8 Aldori Defender +7 +1 Dexterity, Combat Bonus Feat: Weapon Specialization (Dueling Sword)
9 Aldori Defender +8 Feat: Crane Riposte, Weapon Training (Heavy Blades)
10 Aldori Defender +9 Bravery +2, Disarming Strike
11 Aldori Defender +10 Feat: Combat Expertise
12 Aldori Defender +11 Steel Net +1 Dexterity
13 Aldori Defender +12 Weapon Training (Heavy Blades) +2 Feat: Combat Mobility, Weapon Training (Fighter’s Tactics)
14 Duelist +13 Canny Defense, Precise Strike
15 Duelist +14 Improved Reaction, Parry Feat: Outflank
16 Duelist +15 Enhanced Mobility +1 Dexterity
17 Duelist +16 Feat: Combat Reflex, Grace Feat: Seize the Moment
18 Duelist +17 Riposte
19 Duelist +18 Acrobatic Movement Feat: Blind Fight
20 Duelist +19 Elaborate Defense +1 Dexterity

Stormblade Adept

Stormblade Adept

Battlefield control for normal mode difficulty (or lower) in Pathfinder Kingmaker. Effective from second level. Capitalizes on experience points obtained via successful Lore (Nature), Persuasion, and Trickery skill checks. Utilize heroism and greater heroism to augment BAB for melee combat. Thunder Call provides a supplemental source of reliable damage. Deliberate focus on longsword for eventual acquisition of Perfection, which adds Inherent +2 to multiple stats. Medium armor proficiency for Singing Steel Breastplate towards endgame, but also Heart of Valor (located in the Dwarven Ruins) and Chainbreaker’s Chainmail (possible Tier 4 offering from Nazrielle).

Ability Scores
Strength 10 Intelligence 10
Dexterity 16 Wisdom 8
Constitution 16 Charisma 17
Skills
Lore (Nature) 17, Mobility 3, Perception, Persuasion, Trickery, Use Magic Device
Level Class Bonus Class Features Selected Options
1 Thundercaller +0 Bard Proficiency, Bound to the Land, Cantrips, Detect Magic, Inspire Courage Feat: Dodge, Human Racial Feat: Improved Unarmed Strike; cure light wounds, hideous laughter
2 Thundercaller +1 Well-Versed Bard Talent: Combat Trick (Weapon Finesse); grease
3 Thundercaller +2 Thunder Call (1d8) Feat: Crane Style; vanish
4 Thundercaller +3 +1 Charisma; heroism, mirror image
5 Thundercaller +3 Inspire Courage +2 Feat: Weapon Focus (Longsword); cacophonous call
6 Thundercaller +4 Fascinate, Incite Rage, Sneak Attack +2d6 Bard Talent: Combat Trick (Slashing Grace [Longsword]); sense vitals
7 Thundercaller +5 Bardic Performance (Move Action), Thunder Call (3d8) Feat: Lingering Performance; remove fear, displacement, haste
8 Thundercaller +6 Storm Call (3d6) +1 Charisma; confusion
9 Thundercaller +6 Inspire Greatness Feat: Crane Wing; cure serious wounds
10 Thundercaller +7 Jack of All Trades Bard Talent: Combat Trick (Armor Proficiency [Medium]); glitterdust, dimension door, echolocation
11 Thundercaller +8 Inspire Courage +3, Thunder Call (5d8) Feat: Crane Riposte; touch of gracelessness, greater invisibility
12 Thundercaller +9 Soothing Performance +1 Charisma; serenity
13 Thundercaller +9 Bardic Performance (Swift Action) Feat: Spell Focus (Enchantment); good hope, greater heroism, mass cacophonous call
14 Thundercaller +10 Greater Storm Call (5d6) Bard Talent: Combat Trick (Arcane Strike); cure moderate wounds, mind fog
15 Thundercaller +11 Inspire Heroics, Thunder Call (7d8) Feat: Greater Spell Focus (Enchantment); greater dispel magic
16 Thundercaller +12 +1 Charisma; cure critical wounds, brilliant inspiration, euphoric tranquility
17 Thundercaller +12 Inspire Courage +4 Feat: Spell Penetration; crushing despair, overwhelming presence
18 Thundercaller +13 Bard Talent: Combat Trick (Improved Initiative); mass cure moderate wounds
19 Thundercaller +14 Thunder Call (9d8) Feat: Greater Spell Penetration; joyful rapture
20 Thundercaller +15 Deadly Performance +1 Charisma
Equipment
perfection, charm of the deep waters, singing steel breastplate, belt of physical perfection +8, butterfly wings, manticore skin boots, headband of inspired wisdom +6, strigoi’s embrace, daring duelist, ring of circumstances, forest knight’s bracers

Jaguar Warrior

Jaguar Warrior

The temple priest proclaimed your birth occurred under the most fortuitous celestial alignment. That prophetic claim proved true during adolescence; when unworked timber became deadlier than sharpen obsidian in your hands. You inevitably sought to hone the talent, at the exclusion of all else, to become a warrior worthy of the gods’ blessings.

This build utilizes player options from Tasha’s Cauldron of Everything and Xanathar’s Guide to Everything. The build also uses standard array for ability scores, and acquires starting equipment via starting wealth by class (5d4 x 10 gp).

Human (Variant): Ability Score Increase: +1 Constitution, Ability Score Increase: +1 Wisdom, Feat: Magic Initiate (guidance, shillelagh, healing word), Language: Sylvan

Alignment: Lawful Evil

Background: Hermit; Medicine, Religion, Herbalism Kit, Language: Celestial

Personality Traits I’ve been isolated for so long that I rarely speak, preferring gestures and the occasional grunt.
I often get lost in my own thoughts and contemplation, becoming oblivious to my surroundings.
Ideal Self-Knowledge. If you know yourself, there’s nothing left to know.
Bond I’m still seeking the enlightenment I pursued in my seclusion, and it still eludes me.
Flaw I like keeping secrets and won’t share them with anyone.

Starting Equipment: macuahuitl (club), chimalli (shield), ichcahuipilli (scale mail), explorer’s pack, herbalism kit, traveler’s clothes, and a pouch containing 42 gp.

Trinket: A dead sprite inside a clear glass bottle.

Ability Scores
Strength 8 Intelligence 12
Dexterity 14 Wisdom 16
Constitution 14 Charisma 10
Level Class Damage Features
1 Fighter 9 Acrobatics, Perception, Fighting Style: Dueling, Second Wind
2 Fighter 9 Action Surge
3 Fighter 13 Martial Archetype: Eldritch Knight, Spellcasting, Weapon Bond; booming blade, prestidigitation, absorb elements, protection from evil and good, shield
4 Fighter 13 Feat: War Caster; magic missile
5 Fighter 19 Extra Attack
6 Fighter 21 Ability Score Improvement: +2 Wisdom
7 Fighter 21 War Magic; warding wind
8 Fighter 28 Ability Score Improvement: +2 Wisdom; enlarge/reduce
9 Fighter 28 Indomitable
10 Fighter 28 Eldritch Strike; green-flame blade, darkness
11 Fighter 41 Extra Attack II; shatter
12 Fighter 41 Ability Score Improvement: +2 Intelligence
13 Fighter 52 Indomitable II; shatter, fireball, haste
14 Fighter 52 Ability Score Improvement: +2 Intelligence; protection from evil and good, fly, rime’s binding ice
15 Fighter 52 Arcane Charge
16 Fighter 52 Ability Score Improvement: +2 Intelligence; counterspell
17 Fighter 66 Action Surge II, Indomitable III
18 Fighter 66 Improved War Magic
19 Fighter 66 Ability Score Improvement: +2 Intelligence; darkness, banishment, fire shield
20 Fighter 66 Extra Attack III; polymorph

Patrician Musket Line

Patrician Musket Line
Ready! Aim! Fire! If you are a firearm loving fanatic, then Patricians are your faction of choice in Carnevale. With 150 Ducats you can replicate a musket line. The core firepower of this gang are six Guard Marksmen led by a Guard Commander and a Captain of the Guard. Three Venetian Spies serve as snipers who can maintain distance with their deadly Long Rifles, though a Damascus Steel Schiavona allows one positioned closer to the frontline.
Leader Guard Commander 20 dt
Heroes Captain of the Guard, Venetian Spy (3) 59 dt
Henchmen Guard Marksman (6) 66 dt
Equipment Damascus Steel Schiavona 5 dt

Action Life Will Command Size
3 14 2 5 30
MOV DEX ATK PRO MND
4 4 4 4 5
Gilded Sabre Range Evasion Damage Penetration
0″ -1 +1 -1

Character Abilities:
Brave, Parry (2)

Command Abilities:
Aim Fire (PULSE Command Ability): Any friendly characters with the soldier keyword in line of sight increase any Reload (X) numbers by +1 until the end of the round.

Take Arms (PULSE Command Ability): Until the end of the round, all friendly characters with the soldier keyword within 3″ gain +1 ATTACK.

Keywords:
Faction (Patricians), Leader, Officer


Action Life Will Command Size
2 13 2 3 30
MOV DEX ATK PRO MND
4 4 4 4 3
Officer Sabre Range Evasion Damage Penetration
0″ +1 -1

Character Abilities:
Bodyguard (Officer), Companion (Officer)

Command Abilities:
Take Aim (AURA Command Ability): Until the end of the round, all friendly characters with the Soldier keyword within 6″ gain Expert Marksman (1) and Expert Offence (1).

Unique Abilities:
Chain of Command: This Character may only use the ORDER or COUNTER Commands on characters with the Soldier keyword.

Keywords:
Faction (Patricians), Hero, Soldier


Action Life Will Command Size
2 12 2 1 30
MOV DEX ATK PRO MND
4 4 4 3 4
Long Rifle Range Evasion Damage Penetration
Black Powder, Knockback, Reload (1), Two-Handed 30″ +1 -1

Character Abilities:
Concealment (+1), Expert Marksman (2), Infiltration

Unique Abilities:
Unwieldy: This character may only make Combat actions with the Long Rifle as the first action of their turn (including using it for Attacks of Opportunity).

Keywords:
Faction (Patricians), Hero


Action Life Will Command Size
2 12 1 30
MOV DEX ATK PRO MND
4 4 3 4 2
Musket Range Evasion Damage Penetration
Black Powder, Reload (1), Two-handed 24″ +1 +1 -1
Bayonet Range Evasion Damage Penetration
1″

Character Abilities:
Companion (Officer)

Keywords:
Faction (Patricians), Henchman, Soldier

Strigoi Noble Entourage

Strigoi Noble Entourage
Imagine an elite of Dracula’s aristocracy, who at the promise of prophetic victory, strolls confidently into the Venetian night with her deadliest handmaidens. This is possible with 75 Ducats in Carnevale from TTCombat. At the noble’s side is a fate weaving Tarot Reader who leverages Blessing of the Sky, Curse of the Rent, and Cantrip of the Chariot to alter destiny. Common Strigoi serve as faithful maidservants, while a Newborn Strigoi follows his mistress like an obedient puppy.
Leader Noble Strigoi 22 dt
Heroes Tarot Reader 16 dt
Henchmen Common Strigoi (2), Newborn Strigoi 34 dt
Equipment Lantern 3 dt

Action Life Will Command Size
3 12 0 4 30
MOV DEX ATK PRO MND
5 5 4 4 4
Fangs Range Evasion Damage Penetration
0″

Character Abilities:
Expert Offence (3), Frenzied, Vampiric Attack (2)

Command Abilities:
Blood Frenzy (AURA Command Ability): Until the end of the round, any friendly character with the Vampire keyword within 6″ increase their Vampiric Attack by 1 to a maximum of 2.

Unique Abilities:
Bloodline: All friendly characters with the Vampire keyword within line of sight to this character gain Companion (Noble Strigoi).

Sanguine Sabotage: The Noble Strigoi has infiltrated the opponent’s gang to take them down from within. Whenever an enemy character uses a Command within 6″ of this character, roll a dice. On a 7+ the Command costs an extra Command Point if possible.

Keywords:
Faction (Strigoi), Leader, Vampire


Action Life Will Command Size
2 11 4 30
MOV DEX ATK PRO MND
4 4 3 3 5
Unarmed Range Evasion Damage Penetration
0″ +1

Character Abilities:
Mage (2), Expert Sorcerer (1), Slippery

Unique Abilities:
Minor Arcana: When picking spells for this character, you must also choose 1 additional Cantrip for it to know from a different available Discipline.

Cartomancy: If this character successfully casts a Cantrip, this character or any friendly character within 6″ replenishes 1 Will Point.

Keywords:
Faction (Strigoi), Hero, Discipline (Runes of Sovereignity, Wild Magic, Fateweaving)


Action Life Will Command Size
2 10 0 30
MOV DEX ATK PRO MND
4 5 4 3 2
Fangs Range Evasion Damage Penetration
0″

Character Abilities:
Expert Offence (1), Frenzied, Vampiric Attack (1)

Keywords:
Faction (Strigoi), Henchman, Vampire


Action Life Will Command Size
2 8 0 30
MOV DEX ATK PRO MND
5 4 3 2 1
Fangs Range Evasion Damage Penetration
0″

Character Abilities:
Frenzied, Mindless, Vampiric Attack (1)

Keywords:
Faction (Strigoi), Henchman, Vampire

Strigoi Inner Circle

Strigoi Inner Circle
Blood in the Water makes it possible to acquire Vlad Dracula, Ceres, Cibele, and Miriam in a 100 Ducats scenario… at the cost of an Ill Tide. Though the Strigoi have seen significant nerfs since their initial debut, the Lord of Vampires and his Brides remain among the deadliest melee combatants. Therefore taking an Ill Tide is worth the -5 rebate, as most penalties are single turn affairs the Brides’ collective abilities offset. Choose between Starved Dhampir and Harpies for Henchmen. Harpies are Flight capable, but also Mindless and cannot score Victory Points. Starved Dhampir begin weak, but receive Bodyguard and Companion from Vlad Dracula at onset.
Leader Vlad Dracula 27 dt
Heroes Ceres, Cibele, Miriam 57 dt
Henchmen Starved Dhampir (3) 21 dt
Equipment Ill Tide -5 dt

Action Life Will Command Size
3 14 0 5 30
MOV DEX ATK PRO MND
4 5 5 5 5
Wallachian Halberd Range Evasion Damage Penetration
Two-handed 2″ +1 -2

Character Abilities:
Expert Offence (2), Expert Protection (2), Frenzied

Command Abilities:
Transformation (PULSE Command Ability): Remove this character and place it anywhere on solid ground within 8″. This placement cannot be in base contact with an enemy character, and does not count as disengaging.

Unique Abilities:
Master Bloodline: All friendly characters with the Vampire keyword in line of sight to this character gain Bodyguard (Vlad Dracula) and Companion (Vlad Dracula).

Connoisseur: Vlad will not drink the blood of just anyone. When attacking a character with the Hero keyword, he gains Vampiric Attack (1). When attacking a character with the Leader keyword, he gains Vampiric Attack (3).

Keywords:
Faction (Strigoi), Leader, Unique, Vampire


Action Life Will Command Size
2 11 0 1 30
MOV DEX ATK PRO MND
5 5 4 2 5
Fangs Range Evasion Damage Penetration
0″

Character Abilities:
Concealment (+2), Slippery, Frenzied, Infiltration, Vampiric Attack (2)

Command Abilities:
Romani Fury (PULSE Command Ability): Every friendly character with the Bride Keyword gains Expert Offence (3) until the end of the round.

Keywords:
Faction (Strigoi), Hero, Unique, Vampire, Bride


Action Life Will Command Size
2 11 0 1 30
MOV DEX ATK PRO MND
5 5 4 2 5
Fangs Range Evasion Damage Penetration
0″

Character Abilities:
Mage (2), Expert Sorcerer (1), Frenzied, Vampiric Attack (1)

Command Abilities:
African Bewitching (PULSE Command Ability): Every friendly character with the Bride keyword gains Stunned on their weapons until the end of the round.

Keywords:
Faction (Strigoi), Hero, Unique, Vampire, Bride, Discipline (Runes of Sovereignity, Blood Rites, Fateweaving)


Action Life Will Command Size
2 11 0 4 30
MOV DEX ATK PRO MND
5 5 4 2 5
Fangs Range Evasion Damage Penetration
0″

Character Abilities:
Frenzied, Vampiric Attack (1)

Command Abilities:
Eastern Swiftness (PULSE Command Ability): Every friendly character with the Bride keyword gains 1 AP until the end of the round.

Unique Abilities:
Sisters of Gelo: This character replenishes 1 Command Point at the start of each character turn if it has line of sight to any other friendly character with the Bride Keyword.

Keywords:
Faction (Strigoi), Hero, Unique, Vampire, Bride


Action Life Will Command Size
2 10 0 30
MOV DEX ATK PRO MND
4 3 3 2 1
Fangs Range Evasion Damage Penetration
0″

Character Abilities:
Frenzied, Vampiric Attack (2)

Unique Abilities:
Rejuvenated: This character starts the game with only 5 Life Points remaining. However, if they start any turn with full Life Points, they increase their MOVEMENT, DEXTERITY, ATTACK and MIND by 1 until the start of their next turn.

Keywords:
Faction (Strigoi), Henchman, Vampire

Carnage Style Monk

Carnage Style Monk

DPS intimidator for challenging mode difficulty (or lower) in Pathfinder Kingmaker. Effective from first level. Capitalizes on experience points obtained via successful Athletics, Persuasion, and Trickery skill checks. Acquire the Amulet of Mighty Fists +1 from killing Grarrukh at the Old Sycamore, replace with the Amulet of Mighty Fists +3 from killing Enlarged Owlbear Treant in the Other World, then endgame with the Amulet of Mighty Fists +5 located in House at the Edge of Time (Dinning Hall treasure chest, Trickery DC 48).

Ability Scores
Strength 18 Intelligence 10
Dexterity 12 Wisdom 10
Constitution 13 Charisma 16
Skills
Athletics 17, Mobility 3, Perception, Persuasion, Trickery
Level Class Bonus Class Features Selected Options
1 Scaled Fist +1 AC Bonus, Flurry of Blows, Improved Unarmed Strike (1d6), Monk Proficiency, Stunning Fist Feat: Power Attack, Human Racial Feat: Skill Focus (Persuasion), Scaled Fist Bonus: Dragon Style
2 Scaled Fist +2 Evasion Scaled Fist Bonus Feat: Dodge
3 Scaled Fist +3 Draconic Fury (Acid), Draconic Mettle, Fast Movement +10 ft., Ki Pool, Ki Power: Extra Attack, Ki Strike: Magic Feat: Iron Will, Draconic Heritage (Green Dragon)
4 Scaled Fist +4 Improved Unarmed Strike (1d8), Stunning Fist: Fatigue +1 Constitution, Ki Power: Barkskin
5 Scaled Fist +5 Purity of Body Feat: Weapon Focus (Unarmed Strike), Style Strike: Hammerblow
6 Scaled Fist +6 Fast Movement +20 ft., Ki Strike: Cold Iron and Silver Scaled Fist Bonus Feat: Dragon Ferocity, Ki Power: True Strike
7 Scaled Fist +7 Feat: Dazzling Display
8 Scaled Fist +8 Improved Unarmed Strike (1d10), Stunning Fist: Sicken +1 Strength, Ki Power: Restoration
9 Scaled Fist +9 Fast Movement +30 ft., Improved Evasion Feat: Shatter Defenses, Style Strike: Defensive Spin
10 Scaled Fist +10 Ki Strike: Lawful Scaled Fist Bonus Feat: Blind-Fight, Ki Power: Abundant Step
11 Scaled Fist +11 Feat: Dreadful Carnage
12 Scaled Fist +12 Draconic Breath (Acid), Fast Movement +40 ft., Improved Unarmed Strike (2d6) +1 Strength
13 Scaled Fist +13 Feat: Improved Iron Will, Style Strike: Leg Sweep
14 Scaled Fist +14 Scaled Fist Bonus Feat: Intimidating Prowess, Ki Power: Diamond Soul
15 Scaled Fist +15 Fast Movement +50 ft. Feat: Deceitful
16 Scaled Fist +16 Improved Unarmed Strike (2d8), Ki Strike: Adamantine +1 Strength, Ki Power: Cold Ice Strike
17 Scaled Fist +17 Feat: Persuasive, Style Strike: Shattering Punch
18 Scaled Fist +18 Fast Movement +60 ft. Scaled Fist Bonus Feat: Improved Initiative, Ki Power: Shout
19 Scaled Fist +19 Feat: Toughness
20 Scaled Fist +20 Improved Unarmed Strike (2d10), Ki Power: Perfect Self +1 Strength, Ki Power: Wholeness of Body