Chapter 2 Part 6 Encounters
Chapter 2 Part 6 Encounters
Chapter 2 Part 6 Encounters
SKINSAW CULTIST CR 2
Human cleric of Norgorber 1/rogue 2
NE Medium humanoid (human)
Identify DC 13 Knowledge (Local)
Init +7; Senses Perception +10
DEFENSE
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 21 (3d8+5)
Fort +3, Ref +6, Will +4
Defensive Abilities evasion
OFFENSE
Speed 30 ft.
Melee mwk war razor +5 (1d4+2/19–20)
Ranged hand crossbow +4 (1d4/19-20)
Special Attacks channel negative energy 2/day (DC 9, 1d6), sneak attack +1d6
Spell-Like Abilities (CL 1st; concentration +3)
5/day – bleeding touch (1 round), copycat (1 round)
Spells Prepared (CL 1st; concentration +3)
1st – command (DC 13), disguise self (DC 13), shield of faith
0 (at will) – bleed (DC 12), light, mending
Domains Death, Trickery
STATISTICS
Str 12, Dex 17, Con 13, Int 10, Wis 14, Cha 8
Base Atk +1; CMB +2; CMD 15
Feats Improved Initiative, Martial Weapon Proficiency, Selective Channeling, Weapon Finesse
Skills Acrobatics +9, Climb +7, Intimidate +5, Knowledge (local) +6, Perception +10, Sleight of Hand +9,
Stealth +9
Languages Common
SQ rogue talents (finesse rogue), trapfinding +1
Treasure leather armor (10 gp, 15 lbs), hand crossbow (100 gp, 2 lbs), 10 bolts (1 gp, 1 lb), masterwork war
razor (308 gp, 1 lb), skinsaw mask (1,500 gp, 1 lb), 20 gp
SPECIAL ABILITIES
Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack,
she can strike a vital spot for extra damage.
The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the
target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st
level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak
CHAPTER 2 The Skinsaw Murders PART VI The Seven's Sawmill – D4 Lumber Collection (CR 6)
pg 114-115
Skinsaw Cultists (4)
Tactics A Skinsaw cultist casts shield of faith on the first round of combat if he has a chance, saving command
for emergencies if he needs to slow down pursuit.
Morale If one of the cultists is slain, the others attempt to flee upstairs to join their brothers in defending the
mill.
CHAPTER 2 The Skinsaw Murders PART VI The Seven's Sawmill – D6 Workshop (CR 4)
pg 115-116
Skinsaw Cultists (2)
Tactics A Skinsaw cultist casts shield of faith on the first round of combat if he has a chance, saving command
for emergencies if he needs to slow down pursuit.
Morale If one of the cultists is slain, the others attempt to flee upstairs to join their brothers in defending the
mill.
CHAPTER 2 The Skinsaw Murders PART VI The Seven's Sawmill – D7 Ironbriar's Office (CR 7)
pg 116-118
Justice Ironbriar
Before Combat Ironbriar prepares for combat by casting bear's endurance, cat's grace, shield of faith, and
invisibility.
Tactics Ironbriar prefers to let his cultists fight in melee, himself hanging back to us his spells and channel
energy at range. Once he's cast his ranged spells, he moves in to flank foes with his magic sword. If fighting on
his own, he tries to time things so that he casts summon monster III to bring in additional allies with which to
flank foes – he prefers to summon 1d3 lemures with this spell so as to gain more allies with which to flank than a
single tougher ally. Ironbriar also prefers to fight in larger areas where he can take advantage of movement, and
as such attempts to escape into area D6 to fight as soon as he can.
Morale As long as he remains under the effect of Xanesha's charm monster spell, Ironbriar fighs to the death.
If the charm effect ends, he suddenly realizes how the lamia matriarch has been using him and immediately
offers the PCs a deal, as detailed under Development. If the PCs refuse to deal with Ironbriar, he does his best to
escape into the city – he abandons his life here and attempts to flee back to the city of Vyre to start a new life.
| Justice Ironbriar – 86 hp |