08-24-2017, 03:06 PM
(This post was last modified: 08-24-2017, 03:06 PM by Fortheseen.)
Vice Family
Magic Vice
This vice switches between his sickle and staff. The Magic Vice likes to steal from his victims before escaping.
CR 5 XP 1600
Vice Thief 8
NE Medium Humanoid (Goblinoid)
Init: +4; Senses Darkvision 60 ft., Perception +10(+12 vs surprise attacks)
AC 20(22 vs traps), touch 15(17 vs traps); flat-footed 16(+4 armor, +4 dex, +2 natural, +1 dodge)
hp 65(8d8+24)
Fort +5, Ref +10(12 vs traps), Will +3
Defensive Abilities Evasion, Improved Uncanny Dodge, Uncanny Dodge
Speed 40 ft.
Melee Mwk Sickle +11/+6 (1d6+4) or Mwk Quarterstaff +9/+4 (1d6+2)
Special Attacks Debilitating Injury, Magic Hammer, Steal(+12 to Steal combat maneuvers), +4d6 sneak attack
Str 14, Dex 18, Con 16, Int 14, Wis 12, Cha 8
Base Atk +6(+8 for Steal); CMB +8(+22 to Steal combat maneuvers); CMD 22(24 vs steal)
Feats Combat Expertise, Dodge, Greater Steal, Improved Steal, Quick Steal, Weapon Finesse(Sickle)
Skills Acrobatics +13, Climb +11, Disable Device +13(+15 vs traps), Disguise +8, Escape Artist +13, Perception +10(+12 vs surprise attacks, +14 vs trap finding), Sense Motive +10, Sleight of Hand +19, Stealth +13, Use Magic Device +8; Racial Modifiers +4 competence bonus on Steal combat maneuvers and Sleight of Hand
Languages Common, Goblin, Undercommon
SQ Combat Swipe, Danger Sense, Escape, Fast Fingers, Fast Getaway, Maneuver Mastery(Steal), Mark, Measure the Mark, Improved Theft, Thief's Edge(Sleight of Hand), Skilled Liar
Combat Gear cure potions(2), ether(1); Other gear mwk sickle, mwk quarterstaff, genji leather armor & 3d6 gil
Debilitating Injury (Ex)
Whenever a magic vice deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a thief talent or other special ability). The magic vice can choose to apply any one of the following penalties when the damage is dealt.
Bewildered:The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the thief. At 10th level and 16th level, the penalty to AC against attacks made by the thief increases by –2 (to a maximum of –8).
Disoriented:The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the thief. At 10th level and 16th level, the penalty on attack rolls made against the thief increases by –2 (to a maximum of –8).
Hampered:All of the target's speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.
These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.
Escape(Ex)
Magic vice are slightly faster at escaping from their foes and have their speed increased by 10 ft. They tend to escape after they successfully steal an item or lower than 19 hp.
Greater Magic Hammer(Su)
3/day, a magic vice can summon a magical hammer and launches (+10 ranged touch attack) it at a single target within 30 feet for 3d4 points of MP damage. Blue mages may learn this ability as a 3rd level spell (DC 21).
Vice
Standing as tall as a human, this muscular, green-skinned creature with bird claws as feet peers her opponent down looking to steal another item for her collection.
CR 2 XP 600
Vice Thief 3
NE Medium Humanoid (Goblinoid)
Init: +3; Senses Darkvision 60 ft., Perception +5(+6 vs surprise attacks)
AC 18(19 vs traps), touch 14(15 vs traps); flat-footed 14(+4 armor, +3 dex, +1 dodge)
hp 22(3d8+6)
Fort +3, Ref +6(+7 vs traps), Will +2
Defensive Abilities Evasion
Speed 40 ft.
Melee Sickle +5 (1d6+3)
Special Attacks Magic Hammer, Steal(+6 to Steal combat maneuvers), +2d6 sneak attack
Str 14, Dex 16, Con 14, Int 14, Wis 12, Cha 8
Base Atk +2; CMB +4; CMD 17(19 vs steal)
Feats Combat Expertise, Dodge, Improved Steal, Weapon Finesse(Sickle)
Skills Acrobatics +7, Climb +6, Disable Device +7(+8 vs traps), Disguise +3, Escape Artist +7, Perception +5(+6 vs surprise attacks, +6 vs trap finding), Sense Motive +5, Sleight of Hand +11, Stealth +7, Use Magic Device +3; Racial Modifiers +4 competence bonus on Steal combat maneuvers and Sleight of Hand
Languages Common, Goblin, Undercommon
SQ Combat Swipe, Danger Sense, Escape, Mark, Measure the Mark
Combat Gear cure potion(1); Other gear sickle, genji leather armor
Escape(Ex)
Vice are slightly faster at escaping from their foes and have their speed increased by 10 ft. They tend to escape after they successfully steal an item or lower than 6 hp.
Magic Hammer(Su)
3/day, a vice can summon a magical hammer and launches (+5 ranged touch attack) it at a single target within 30 feet for 1d4 points of MP damage. Blue mages may learn this ability as a 1st level spell (DC 17).
Magic Vice
This vice switches between his sickle and staff. The Magic Vice likes to steal from his victims before escaping.
CR 5 XP 1600
Vice Thief 8
NE Medium Humanoid (Goblinoid)
Init: +4; Senses Darkvision 60 ft., Perception +10(+12 vs surprise attacks)
AC 20(22 vs traps), touch 15(17 vs traps); flat-footed 16(+4 armor, +4 dex, +2 natural, +1 dodge)
hp 65(8d8+24)
Fort +5, Ref +10(12 vs traps), Will +3
Defensive Abilities Evasion, Improved Uncanny Dodge, Uncanny Dodge
Speed 40 ft.
Melee Mwk Sickle +11/+6 (1d6+4) or Mwk Quarterstaff +9/+4 (1d6+2)
Special Attacks Debilitating Injury, Magic Hammer, Steal(+12 to Steal combat maneuvers), +4d6 sneak attack
Str 14, Dex 18, Con 16, Int 14, Wis 12, Cha 8
Base Atk +6(+8 for Steal); CMB +8(+22 to Steal combat maneuvers); CMD 22(24 vs steal)
Feats Combat Expertise, Dodge, Greater Steal, Improved Steal, Quick Steal, Weapon Finesse(Sickle)
Skills Acrobatics +13, Climb +11, Disable Device +13(+15 vs traps), Disguise +8, Escape Artist +13, Perception +10(+12 vs surprise attacks, +14 vs trap finding), Sense Motive +10, Sleight of Hand +19, Stealth +13, Use Magic Device +8; Racial Modifiers +4 competence bonus on Steal combat maneuvers and Sleight of Hand
Languages Common, Goblin, Undercommon
SQ Combat Swipe, Danger Sense, Escape, Fast Fingers, Fast Getaway, Maneuver Mastery(Steal), Mark, Measure the Mark, Improved Theft, Thief's Edge(Sleight of Hand), Skilled Liar
Combat Gear cure potions(2), ether(1); Other gear mwk sickle, mwk quarterstaff, genji leather armor & 3d6 gil
Debilitating Injury (Ex)
Whenever a magic vice deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a thief talent or other special ability). The magic vice can choose to apply any one of the following penalties when the damage is dealt.
Bewildered:The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the thief. At 10th level and 16th level, the penalty to AC against attacks made by the thief increases by –2 (to a maximum of –8).
Disoriented:The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the thief. At 10th level and 16th level, the penalty on attack rolls made against the thief increases by –2 (to a maximum of –8).
Hampered:All of the target's speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.
These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.
Escape(Ex)
Magic vice are slightly faster at escaping from their foes and have their speed increased by 10 ft. They tend to escape after they successfully steal an item or lower than 19 hp.
Greater Magic Hammer(Su)
3/day, a magic vice can summon a magical hammer and launches (+10 ranged touch attack) it at a single target within 30 feet for 3d4 points of MP damage. Blue mages may learn this ability as a 3rd level spell (DC 21).
Vice
Standing as tall as a human, this muscular, green-skinned creature with bird claws as feet peers her opponent down looking to steal another item for her collection.
CR 2 XP 600
Vice Thief 3
NE Medium Humanoid (Goblinoid)
Init: +3; Senses Darkvision 60 ft., Perception +5(+6 vs surprise attacks)
AC 18(19 vs traps), touch 14(15 vs traps); flat-footed 14(+4 armor, +3 dex, +1 dodge)
hp 22(3d8+6)
Fort +3, Ref +6(+7 vs traps), Will +2
Defensive Abilities Evasion
Speed 40 ft.
Melee Sickle +5 (1d6+3)
Special Attacks Magic Hammer, Steal(+6 to Steal combat maneuvers), +2d6 sneak attack
Str 14, Dex 16, Con 14, Int 14, Wis 12, Cha 8
Base Atk +2; CMB +4; CMD 17(19 vs steal)
Feats Combat Expertise, Dodge, Improved Steal, Weapon Finesse(Sickle)
Skills Acrobatics +7, Climb +6, Disable Device +7(+8 vs traps), Disguise +3, Escape Artist +7, Perception +5(+6 vs surprise attacks, +6 vs trap finding), Sense Motive +5, Sleight of Hand +11, Stealth +7, Use Magic Device +3; Racial Modifiers +4 competence bonus on Steal combat maneuvers and Sleight of Hand
Languages Common, Goblin, Undercommon
SQ Combat Swipe, Danger Sense, Escape, Mark, Measure the Mark
Combat Gear cure potion(1); Other gear sickle, genji leather armor
Escape(Ex)
Vice are slightly faster at escaping from their foes and have their speed increased by 10 ft. They tend to escape after they successfully steal an item or lower than 6 hp.
Magic Hammer(Su)
3/day, a vice can summon a magical hammer and launches (+5 ranged touch attack) it at a single target within 30 feet for 1d4 points of MP damage. Blue mages may learn this ability as a 1st level spell (DC 17).
Those who wield red magic and blue magic are know as violet mages but very few are actually known and even fewer are actually masters of the violet magic.