During the Cult of Cinders adventure of the Age of Ashes adventure path, players will encounter a humanoid species of small froglike beings that call themselves the grippli. The grippli are a hunter-gatherer society that lives in harmony with nature. In Cult of Cinders, these people are potential allies. On Golarion, the grippli live in the Mwangi Expanse, and it would make sense for parties doing a west marches campaign on Garund to encounter them. For any world, you decide to run, these creatures make an interesting choice to populate your rain forests or swamps with.
Recall Knowledge - Humanoid (Society): DC 19
Unspecific Lore: DC 17
Specific Lore: DC 15
Skirmishers are jittery baneback hunters or ambushers. Although they often fight in groups, they aren't loyal to each other and sometimes leave one member of the group behind to face punishment while the others flee.
Gripilli Skirmisher Explorer 4
Source Pathfinder #170: Spoken on the Song Wind pg. 82
Perception +12; darkvision
Languages Upach
Skills Acrobatics +12, Athletics +10, Stealth +12, Survival +11, Thievery +10
Str +2, Dex +4, Con +3, Int +0, Wis +3, Cha -1
Springing Step When the skirmisher uses the Step action they ignore difficult terrain and may move up to 10 feet instead of 5 feet.
Items composite shortbow (30 arrows), kukri, leather armor, thieves' tools
AC 22; Fort +11, Ref +14, Will +9
HP 60
(Reaction) Hopping Dodge Trigger A creature misses the skirmisher with a melee Strike; Effect The skirmisher quickly takes advantage of the attacker's error and Steps.
Speed 25 feet, climb 20 feet; Jungle Stride
Melee kukri +14 [+10/+6] (agile, finesse, trip), Damage 1d6+4 slashing plus baneback poison
Ranged composite shortbow +14 [+9/+4] (deadly d10, propulsive, range increment 60 feet, reload 0), Damage 1d6+3 piercing plus baneback poison
Baneback Poison (poison) Saving Throw Fortitude DC 21; Maximum Duration 6 rounds; Stage 1 1d4 poison damage and stupefied 1 (1 round); Stage 2 2d4 poison damage and stupefied 2 (1 round); Stage 3 2d4 poison damage, stupefied 3, and flat-footed (1 round)
Jungle Stride A grippli ignores difficult terrain in forests and jungles.
Wily Attack The skirmisher deals an extra 1d6 precision damage to flat-footed creatures and creatures afflicted by a poison.
Variant Load-outs
Grippli skirmishers frequently use alternate weapons depending on the task at hand.
Scouts would bring an Adze or Hand Adze instead of the Kukri to confront a serious threat or for wood gathering.
Melee Adze +14 (+10/+6) (Forceful, Sweep), Damage 1d10+2 slashing
skirmishers would bring a Rungu instead of the Kukri to herd insects back to their settlement.
Melee Rungu +14 (+10/+6) (Agile, Forceful, Sweep, Thrown 10 ft.), Damage 1d6+2 bludgeoning
Melee Rungu +6 (+1/-4) (Shove, Thrown 30 ft.), Damage 1d6+1 bludgeoning
Scouts will bring a shortbow and quiver of arrows instead of darts if they are sent to open areas as part of their hunting.
Ranged Shortbow +9 (+5/+1) (deadly 1d10, range increment 60 feet, reload 0.), Damage 1d6 Piercing
Materials
Grippli rarely forge metals; most metal implements they use have been scavenged from other species. Most of their gear is crafted from animal skins, bones, and insect Chitin. These implements are typically hardness 4 and can receive tattoos in addition to runes.
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