Depending on what choices the PCs made in yesterday’s Sidequest Saturday, they either run afoul of an Order of the Staff Commandant or one of the Banlan Brotherhood Resistance Leaders!
Order of the Staff Commandant CR 11
Human barbarian (superstitious) 7/fighter (weaponmaster) 5
LN Medium humanoid (human)
Init +3; Senses low-light vision; Perception +17
AC 23, touch 15, flat-footed 19 (+8 armor, +1 deflection, +3 Dex, +1 dodge)
hp 109 (7d12+5d10+36)
Fort +11, Ref +6, Will +5; +4 vs. spells, supernatural abilities, and spell-like abilities
Speed 40 ft.
Melee +1 shock greatsword +17/+12/+7 (2d6+7 plus 1d6 electricity, Crit 17-20/x2)
Ranged longbow +15/+10/+5 (1d8, Crit x3, Range 100 ft.)
Special Attacks rage 18 rounds/day, reliable strike 1/day, weapon training 1 (greatsword)
Before Combat The commandant drinks the potion of fly and the potion of haste as soon as intruders are revealed, then throws a fireball before swooping across and attacking one target with Improved Vital Strike, Power Attack (taking no penalty to attack due to Furious Focus), and Spring Attack, ending their movement out of line of sight.
During Combat After determining who is a spellcaster, the commandant targets them first with a charge, taking a full attack action as soon as possible. As soon as the healer is revealed, the commandant goes after them next.
Morale The commandant flees when reduced to 35 hit points or less, summoning more guards and reinforcements (along with healing potions, to get back into the fight).
Str 14, Dex 16, Con 14, Int 10, Wis 14, Cha 9
Base Atk +12; CMB +14; CMD 29 (30 vs. disarm and sunder)
Feats Dodge, Furious Focus, Improved Vital Strike, Mobility, Power Attack, Spring Attack, Vital Strike; Improved Critical (greatsword), Weapon Focus (greatsword), Weapon Specialization (greatsword)
Skills Acrobatics +14, Climb +13, Intimidate +11, Knowledge (engineering) +7, Knowledge (local) +5, Perception +17, Survival +9; Armor Check Penalty -3
SQ chosen weapon (greatsword), fast movement, improved uncanny dodge, rage powers (knockdown, renewed vigor 3d8+4, superstition), sixth sense, uncanny dodge, weapon guard
Combat Gear +1 shock greatsword, +2 breastplate, necklace of fireballs type II, ring of protection +1, longbow (20 arrows), potion of fly, potion of haste; Other Gear climber’s kit, everburning torch, 376 gold
Banlan Brotherhood Resistance Leader CR 11
Human alchemist (vivisectionist) 12
CN Medium humanoid (human)
Init +6; Senses darkvision 60 ft.; Perception +15
AC 26, touch 16, flat-footed 20 (+6 armor, +6 Dex, +4 natural)
hp 90 (12d8+36)
Fort +10, Ref +11, Will +3
Speed 30 ft.
Melee +1 corrosive claws +16/+11 (1d6+5 plus 1d6 acid) and +1 corrosive bite +16 (1d8+5 plus 1d6 acid) or +1 corrosive claws +14/+14/+9/+9 (1d6+3) and +1 corrosive bite +14 (1d8+5 plus 1d6 acid)
Ranged daggers +15/+10 (1d4+4, Crit 19-20/x2, Range 10 ft.)
Special Attacks sneak attack +6d6
Alchemist Extracts Prepared (CL 12th; concentration +13)
4th—dragon’s breath, freedom of movement, echolocation
3rd—cure serious wounds, fly, haste, nondetection
darkvision, flame breath, invisibility, protection from arrows, resist energy (fire), see invisibility
1st—comprehend languages, deathwatch, disguise self,
endure elements, negate aroma, shield
Before Combat The Resistance Leader drinks a greater feral mutagen along with darkvision and endure elements extracts about an hour before the combat (these are worked into the statistics). If aware of enemies and given a few moments to prepare, the Resistance Leader drinks extracts of haste, nondetection, fly, freedom of movement, protection from arrows, resist energy (fire) and negate aroma—but most importantly—echolocation. After drinking this crucial extract, the Resistance Leader pulls the stopper out of an eversmoking bottle attached to their belt by a weapon cord.
During Combat Moving into range of enemies, the Resistance Leader unleashes a dragon’s breath extract to confuse foes, targeting anyone that casts a spell first with a flurry of claws and bites.
Morale Those that flee and run away live to fight another day—the Resistance Leader retreats when reduced to 30 hit points or less.
Str 14 , Dex 16 , Con 14, Int 14, Wis 10, Cha 9
Base Atk +9; CMB +13; CMD 29
Feats Combat Expertise, Double Slice, Improved Two-Weapon Feint, Improved Two-Weapon Fighting, Skill Focus (Bluff), Two-Weapon Fighting, Weapon Finesse; Brew Potion, Throw Anything
Skills Acrobatics +13, Appraise +5, Bluff +17, Craft (alchemy) +16, Disable Device +17, Fly +10, Heal +6, Knowledge (arcana) +5, Knowledge (engineering) +3, Perception +14, Sleight of Hand +15, Spellcraft +12, Stealth +18, Survival +7, Use Magic Device +7
Languages Common, Undercommon
SQ alchemy, cruel anatomist, discoveries (concentrate poison, enhance potion, feral mutagen, greater mutagen, poison conversion, sticky poison),
mutagen (+6 Dex, +4 Str, -2 Intelligence, -2 Wisdom, +4 natural armor), swift alchemy, swift poisoning, torturer’s eye, torturous transformation
Combat Gear +1 corrosive amulet of mighty fists, +2 mithral shirt; Other Gear eversmoking bottle, thieves’ token, potions of cure serious wounds (2), 240 gold