Opponents

Gallery of Evil

Gallery of Evil

Author Stephen S. Greer
Publisher Paizo
Publish date 2007
OGL Section 15 u1

The material below is Open Game Content

Male human aristocrat 1/rogue 5
LE humanoid
Init +3; Senses Listen +9, Spot +9
[DEFENSE]
AC 18, touch 14, fl at-footed 15
(+4 armor, +1 defl ection, +3 Dex)
hp 31 (6 HD; 1d8+1 plus 5d6+5)
Fort +3, Ref +8, Will +5
Defensive Abilities evasion, trap sense +1, uncanny dodge
[OFFENSE]
Spd 30 ft .
Melee +1 rapier +7 (1d6+1/18–20)
Ranged masterwork hand crossbow +7 (1d4/19–20 plus poison)
Special Attacks sneak attack +3d6
[STATISTICS]
Str 10, Dex 16, Con 12, Int 14, Wis 13, Cha 8
Base Atk +3; Grp +3
Feats Combat Expertise, Improved Feint, Skill Focus (Diplomacy), Weapon Finesse
Skills Appraise +7, Bluff +6, Diplomacy +15, Escape Artist +8, Gather Information +9, Hide +7, Knowledge (geography) +4, Knowledge (history) +4, Knowledge (local) +7, Knowledge (nobility and royalty) +7, Listen +9, Move Silently +9, Search +4, Sense Motive +6, Sleight of Hand +10, Spot +9
Languages Common, Draconic, Elven
Combat Gear potion of cat’s grace, potion of cure light wounds, vial of giant wasp venom;
Other Gear cloak of resistance +1, gold rings worth 100 gp each (3), mithral shirt, noble’s outfi t, ring of protection +1, scrollcase with map of the Ivy District and notes (see Development), 40 gp, 2 pp.
[SPECIAL QUALITIES]
Poison: His bolts are poisoned with giant wasp venom (injury, Fort DC 18, initial and secondary 1d6 Dex).


Male human barbarian 11 (Id Duplicate)
NE Medium human
Init +1; Senses detect magic, see invisibility; Listen +15, Spot +0
[DEFENSE]
AC 12, touch 9, fl at-footed 11
(+3 armor, +1 Dex, –2 raging)
hp 132 (11d12+55)
Fort +12, Ref +4, Will +7
Defensive Abilities improved uncanny dodge, trap sense +3; DR 2/—
[OFFENSE]
Spd 40 ft .
Melee mwk greataxe +15/+10/+5 (1d12+20/3)
Special Attack greater rage 3/day
[STATISTICS]
Str 24, Dex 13, Con 20, Int 10, Wis 12, Cha 8
Base Atk +11; Grp +18
Feats Cleave, Improved Sunder, Power Attack, Weapon Focus (greataxe)
Skills Climb +21, Intimidate +13, Jump +21, Listen +15, Swim +21
Languages Auran, Common, Draconic, Ignan
SQ fast movement, greater rage 3/day, id duplicate
Combat Gear potion of bull’s strength, potions of cure light wounds (2); Other
Gear Numerian leaf armor, masterwork greataxe
[SPECIAL ABILITIES]
Id Duplicate (Su): An id duplicate lasts until slain or a number of days equal to the base creature’s HD. The Enraged Warrior will last for a total of 11 days at which point he simply dies.
Permanent Spells (Sp): The Enraged Warrior shares shares the permanent detect magic and see invisibility spells.


Male human rogue 11 (ID Duplicate)
NE Medium humanoid
Init +8; Senses detect magic, see invisibility; Listen +14, Spot +14
[DEFENSE]
AC 17, touch 14, fl at-footed 13
(+3 armor, +4 Dex)
hp 52 (11d6+11)
Fort +4, Ref +11, Will +3
Defensive Abilities trap sense +3, improved evasion, improved uncanny dodge, uncanny dodge
[OFFENSE]
Spd 30 ft .
Melee mwk rapier +13/+8 (1d6–1/18–20)
Ranged light crossbow +12 (1d8/19–20)
Special Attacks sneak attack +6d6
[STATISTICS]
Str 8, Dex 18, Con 12, Int 13, Wis 10, Cha 14
Base Atk +8; Grp +7
Feats Combat Expertise, Improved Feint, Improved Initiative, Weapon Finesse
Skills Bluff +16, Disable Device +15, Hide +18, Move Silently +18, Listen +14, Open Lock +18, Search +15, Spot +14, Tumble +18, Use Magic Device +16
Languages Auran, Common, Draconic, Ignan
SQ id duplicate, trapfinding
Combat Gear potion of cat’s grace (2); Other Gear masterwork studded leather armor, antique masterwork rapier, light crossbow with 10 bolts
[SPECIAL ABILITIES]
Id Duplicate (Su): An id duplicate lasts until slain or a number of days equal to the base creatures HD or level. The Rake will last for a total of 11 days at which point he simply dies. See Appendix 3 for more information on the id portrait and its effects.
Permanent Spells (Sp): The Rake shares the permanent detect magic and see invisibility spells.


Male human wizard 11
LE Medium humanoid
Init +2; Senses detect magic, see invisibility; Listen +3, Spot +4
[DEFENSE]
AC 15, touch 13, fl at-footed 13
(+2 deflection, +2 Dex, +2 natural armor, –1 slow)
hp 40 (11d4+11)
Fort +4, Ref +4, Will +8
[OFFENSE]
Spd 15 ft .
Melee +1 quarterstaff +4 (1d6)
Spells Prepared (CL 11th):
6th—acid fog
5th—summon monster V, teleport (already cast into shield guardian)
4th—black tentacles, lesser globe of invulnerability, heightened glitterdust (DC 19), summon monster IV
3rd—blink, extended acid arrow (8 rounds, 2), suggestion (DC 17), summon monster III 2nd—alter self, glitterdust (DC 17), mirror image, summon monster II, web (DC 17)
1st—magic missile, ray of enfeeblement, shield, summon monster I, unseen servant
0—acid splash, detect magic, mage hand, read magic
Spell-Like Abilities (CL 11th):
Always active—detect magic, see invisibility
[STATISTICS]
Str 8, Dex 14, Con 12, Int 18, Wis 10, Cha 12
Base Atk +5; Grp +4
Feats Augment Summoning, Craft Construct, Craft Magic Arms and Armor, Craft Wondrous Item, Eschew Materials, Heighten Spell, Scribe Scroll, Spell Focus (conjuration)
Skills Concentration +11, Craft (painting) +14, Decipher Script +12, Knowledge (arcana) +14, Knowledge (the planes) +14, Listen +3, Search +6, Spellcraft +16, Spot +4
Languages Auran, Common, Draconic, Ignan
SQ slowed (can only take 1 standard or move action each round), summon familiar (none)
Combat Gear potion of restoration, scroll of dimension door (3), wand of mage armor (28 charges); Other Gear amulet of natural armor +2, crystal ball (with clairaudience), handy haversack, ring of protection +2, shield guardian amulet, spell component pouch
Spellbook contains all prepared spells plus the following: 0—all; 1st—charm person, enlarge person, mage armor, protection from evil, protection from law, sleep; 2nd—cat’s grace, false life, invisibility, resist energy, rope trick, see invisibility, scorching ray; 3rd—dispel magic, fi reball, haste, magic circle against evil, stinking cloud; 4th—dimensional anchor, minor creation, phantasmal killer; 5th—baleful polymorph, break enchantment, permanency, secret chest, symbol of sleep; 6th—contingency, geas/quest, planar binding, summon monster VI
[SPECIAL ABILITIES]
Permanent Spells (Sp) He has used permanency to make the spells detect magic and see invisibility permanent. These effects may be permanently dispelled with dispel magic or suppressed in an anti-magic fi eld.


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