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Snake Oil and Dirty Tricks
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Scout by Air or Land (DC 20 Perception):
This open field is fairly unassuming, save for a gathering visible in the distance: a crowd encircles a ramshackle podium made of boxes, atop which stands a man in a top hat with a truly preposterous mustache, flanked on either side by signs that read “BEAT THE HOBGOBLIN, WIN HIS MAGIC RING. KALGHAT OF KAOLING CANNOT BE DEFEATED!”
DC 20 Knowledge Local: The man is Doctor Caprocus Sneed, who is a well-known scoundrel and lout. He is almost certainly not actually sponsored by the competition, which means he’s running some kind of racket.
DC 20 Knowledge Geography: Kaoling is a kingdom of hobgoblins from the Far East, in Tian Xia. Word is that samurai and other, more exotic warriors come from the fledgling nation.
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“No one can stand against Kalghat of Kaoling,” the man claims, in a showman’s voice, “and the High Gladiators of Gorum himself have besought me to test those would-be fighters who think themselves worthy! Yesirree, be they contestants or not, Kalghat’ll send ’em packing, or your money back!” Behind him stands a hobgoblin covered from head to toe in anachronistically elegant tattoos, and a few yards away a circular, muddy arena has been dug.

When Sneed detects the PCs, he makes them the offer: for an object of his choice as collateral (choose something punishing; Sneed goes with the most valuable item he can spot, then bargains down) their champion faces off against his champion in the mud pit. If the PC wins, then he makes off with Kalghat’s Ring of Protection 2…but the fight must be fought unarmed. “After all, it wouldn’t be sporting if we used weapons, and you folks wouldn’t want to be taken unawares by your competitors with a few fresh kay-taw-nuh wounds in yer bellies, now wouldja?” If the player characters turn him down, he merely goads some other hapless members of the crowd to take on Kalghat, whom promptly get trounced. If the player characters attack him, he and Kalghat fight back to the best of their abilities, but primarily attempt to flee to their horses about 60 feet away, using the crowd as cover.

If the PCs use buffs to help their champion against Kalghat, Sneed does the same to his champion with infusions and snake oil.

Kalghat makes ample use of his Vanish ninja trick in combat to deliver his sneak attack, mostly relying on tripping his enemy, then vicious stomping and following up with attacks of opportunity. However, if he feels that he is going to lose, he vanishes and uses his poisoned kama next round, exposing his enemy to Rainbow Jellyfish Poison, concentrated with a plus 2 DC and 3 more rounds of use by Sneed:
http://www.d20pfsrd.com/gamemastering/afflictions/poison/rainbow-jellyfish-toxin

Kalghat (Male Hobgoblin Flowing Monk 5/Ninja 3)
LE Medium humanoid (goblinoid)
Init 3; Senses Darkvision 60ft, Perception 12
DEFENSE
AC 20, touch 19, flat-footed 17 (1 armor, 3 Dex, 4 monk, 2 deflection)
hp 59 (8d8 plus 16)
Fort 9, Ref 12, Will 10; 2 more against enchantments
Defensive Abilities evasion; Immune disease
OFFENSE
Speed 30 ft.
Melee unarmed strike 5 (1d8 plus 2)
flurry of blows 5/5 (1d8 plus 2)
Ranged —
Special Attacks flurry of blows, redirection, sneak attack 2d6
STATISTICS
Str 14, Dex 16, Con 14, Int 10, Wis 16, Cha 8
Base Atk 5; CMB 10 (12 trip); CMD 24
Feats Combat Reflexes, Vicious Stomp, Agile Maneuvers, Quick Draw , Improved Trip
Ninja Tricks: Vanishing Trick
Skills 14 acrobatics, 18 stealth, 14 sleight of hand, 14 perception, 14 escape artist, 10 sense motive; racial 4 to stealth
Languages Common, Goblin
SQ Slow Fall 20ft, High Jump (Ninja Ki pool: all jumps have running start), Evasion, Maneuver Training, Ki Pool (7), Poison Use, No Trace 1
Combat Gear alchemist’s fire, smokesticks (2); Other Gear; katana, bracers of armor 1, poisoned kama, 3 doses of rainbow jellyfish poison, ring of protection 2, boots of the mire

Ki Pool
By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack. In addition, she can spend 1 point to increase her speed by 20 feet for 1 round. Finally, a ninja can spend 1 point from her ki pool to give herself a 4 insight bonus on Stealth checks for 1 round. Each of these powers is activated as a swift action. A ninja can gain additional powers that consume points from her ki pool by selecting certain ninja tricks.
By spending 1 point from his ki pool, a monk can do one of the following:
Make one additional attack at his highest attack bonus when making a flurry of blows attack, or Increase his speed by 20 feet for 1 round, or Give himself a plus 4 dodge bonus to AC for 1 round.
At 4th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. Ki strike improves with the character’s monk level.

Redirection (Ex)
Immediate action, can attempt a reposition or trip combat maneuver against a creature that the flowing monk threatens and that attacks him. If the combat maneuver is successful, the attacker is sickened for 2 rounds (Reflex DC = 16 for 1 round). The monk gains a plus 2 bonus on the reposition or trip combat maneuver check and the save DC for redirection increases by 2 if the attacker is using Power Attack or is charging when attacking him. The benefit increases to a plus 4 bonus and an increase of the saving throw by 4 if both apply.

He can use redirection against an opponent that he threatens and that attacks an ally with a melee attack. Can use this ability 5 times, but no more than once per round.

Unbalancing Counter (Ex)
At 2nd level, a flowing monk’s attacks of opportunity render a struck creature flat-footed until the end of the flowing monk’s next turn (Reflex DC 16 negates).

Flowing Dodge (Ex)
plus 1 dodge bonus to AC for each enemy adjacent to him, up to a maximum bonus equal to his Wisdom modifier (3).

Elusive Target (Ex)
Immediate action, may spend 2 points from his ki pool to attempt a Reflex save opposed by an attacker’s attack roll to halve damage from that attack. If the attacker is flanking the monk, the flanking opponent who is not attacking becomes the target of the attack. Use the same attack roll, and if the attack hits the new target, that creatures takes half damage (or full damage if the attack is completely avoided). Any associated effects from the attack (such as bleed, poison, or spell effects) apply fully even if the attack deals only half damage.

Doctor Caprocus Sneed (male human Huckster 8)
NE humanoid (human)
Init plus 3; Senses Perception
DEFENSE
AC 21, touch 13, flat-footed 18 (4 armor, 3 Dex, 4 shield)
hp 47 (8d8)
Fort 6, Ref 9, Will 2 (poison resistance 6)
OFFENSE
Speed 30 ft
Melee poisoned rapier 6 (1d6 plus concentrated jellyfish venom)
ranged bombs 8/8/3 (4d6 plus 3)
Special Attacks bomb 4d6
STATISTICS
STR 10, DEX 16, CON 10, INT 16, WIS 10, CHA 12
Base Atk 6/1; CMB 6; CMD 19
Feats Brew Potion, Extra Discovery, Rapid Shot, Point-Blank Shot, Far Shot, Combat Expertise
Discoveries Infusion, Concentrate Poison, Lingering Spirit, Precise Bomb, Sticky Poison
Skills largely irrelevant, assume max alchemy and bluff
SQ Poison use, poison as swift action
Languages Common, Goblin, Elven, Dwarven
EXTRACTS/INFUSIONS PREPARED
1st 5: Enlarge Person, Expeditious Retreat, Polypurpose Panacea, Shield, True Strike
2nd 5: Alter Self, Alchemical Allocation, Bull’s Strength, Barkskin, Blur
3rd 3: Greater Animal Aspect, Haste, Heroism
Unprepared: Shock Shield, Vocal Alteration, Delay Poison, Eagle’s Splendor, Invisibility, Cure Serious Wounds, Thorn Body
SPECIAL ABILITIES
Alchemy
Sneed uses Craft (alchemy) to create an alchemical item and gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check. A character examining an alchemical item crafted by a huckster must succeed a Craft (alchemy) check equal to the DC of constructing the item in order to determine the item’s function. No check is necessary to identify the function of an item being used
Snake Oil (Su):
Sneed can spend one minute brewing a magical concoction known as snake oil. A dose of snake oil can be consumed as a standard action by any creature. Drinking snake oil grants 4d6 temporary hit points. These temporary hit points last for 10 minutes per huckster level.
Sneed can create 6 doses per day. Multiple doses of snake oil do not stack. A dose of snake oil is rendered inert 24 hours after it is created.
Tainted Brew (Su):
At 6th level, a huckster can take one minute to transform an ingested poison or drug into a dose of snake oil. The duration of the snake oil is treated as the onset time for the poison or drug.
Bomb
11 bombs, 4d6 plus 3

Loot In addition to Kalghat’s bracers of armor, boots of the mire, and ring of protection (and his mundane kama and katana) the two have between them four doses of the jellyfish venom, 365gp worth of mundane possessions, and 30 bottles of cheap whiskey (dyed red with crushed mulberries and an indigenous species of beetle) labeled “POTION OF CURE LITE WOUNDS

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