Partatingi Monster Codex
Partatingi Monster Codex
Partatingi Monster Codex
1
Partatingi Monster Codex
Authors Aaron Hollingsworth & Mark Gedak
Editing Perry Fehr
Porphyra Logo Rick Hershey
Art Brett Neufeld
Layout Mark Gedak
Publisher Purple Duck Games
2
When Brave Imahu encountered the sphinx whilst flying partatingi that they were sprung from Doubt. Yet, if
over the Glass Sands of the Ghadab, the Sphinx did say, they are certain of one thing, it is that Doubt is their
“Solve this riddle, lest I claw out your lungs, eat your liver, greatest gift. Doubt is easier to cast than any spell,
and let you fall from this sky in which you now trespass! and can even undo some forms of magic, if the will is
What is golden when it is young, silver when it is old, and strong. Doubt helps one avoid unnecessary conflicts
jade when it is in love?” and ventures. Most importantly, Doubt keeps their
Brave Imahu took a long moment to consider the riddle minds open to new ways of thinking and learning. For
before asking, “If I answer you truthfully, will you let me the partatingi, a mind full of certainty is as good as a
pass through your sky unharmed?” dead one. They say that to keep the mind young and
The sphinx, hungry for the liver of the parrot-man, did fresh imparts similar benefits to the body, and that is
not hesitate. “You have my promise!” why they live for so very long. They say this only half-
Brave Imahu sighed in relief. “Oh, good. The truth is, believing, as they do all things.
Oh sphinx, I haven’t the faintest idea. Thank you for your If indeed necessity breeds invention, this may explain
fairness in this matter. And with my thanks, I also offer why partatingi have never invented anything. Born with
apologies for trespassing in your sky. Peace be with you.” powerful beaks and sharp talons, they have little need
Too perplexed to speak or act, the sphinx only hovered in for tools or weapons. Naturally adorned with vibrant
doubtful confusion, and let Brave Imahu continue on his feathers, they view clothing as a redundancy. Endowed
journey. with powerful wings, they need no steeds to carry
them across the land. If they try to invent anything, it
is usually new modes of thought, philosophy, and art;
Partatingi because they struggle less for survival than other races,
High above the everyday business of island jungles, partatingi can afford these academic luxuries that are
above the complex food webs of the deepest rainforests, usually reserved for wealthy urbanites.
and above the petty squabbles of wingless humanoid Partatingi society has no hierarchy, as they have little
tribes, there dwells a people who watches and wonders need for one. They tend to be self-reliant and self-
what it’s all about. Partatingi, at a distance, appear taught when it comes to their basic needs. When living
as nothing more than man-sized parrots that simply space and food is in short supply, the young adults em-
fly away should one draw to near. In truth, they are a bark on journeys for new habitats. Such quests are rare,
highly sophisticated race of sage-like bird-folk, often however, on account of the race’s low rate of breeding.
in tune with nature and with little want for modern Partatingi only interact with non-partatingi when
entrapments. they feel that there is something to be learned, whether
According to their own myths, and disputed by both to satisfy curiosity or to ensure peace. When it comes to
elementalists and deists, when the Old Gods created the conflicts of others, partatingi would rather observe
reality from nothing, Doubt appeared on its own. The at a safe distance before deciding if the trouble might
Old Gods all hated Doubt, for it made them uncertain, ever reach their own branches. It is easier to be lofty
and an uncertain god cannot be sure of its own perfec- than lucky.
tion. The Old Gods tried to destroy Doubt by creat- In their adventuring, partatingi rarely abandon the
ing many wonderous things. But Doubt merely made role of a skeptical philosopher, whether they are a
room for the new things, and remained. They tried to learned mage, a savage warrior, or some mixture of the
drown and hide Doubt by forcing it into the bottom two. While not a war-like people, they make excellent
of the sea. But Doubt would always float back up to warriors. While not formally academic in their educa-
the surface. The Old Gods tried locking Doubt away in tion, they are knowledgeable thinkers.
a gilded cage, but Doubt remained and mocked them In faith and religion, the majority of partatingi usu-
through the bars. Doubt was an often annoying and ally gravitate toward agnosticism, since they are often
comical presence, although it did not always mean to unsure of which of the New Gods to follow and they
be. Eventually, Doubt broke free from its cage and flew prefer what comes after death to be a surprise. When
to freedom, high into remote places. Over the ages, heeding the call of divine spellcasting, they draw their
most people distrusted Doubt, because if they trusted power from Doubt itself. To doubt is divine, they say.
in it, then they found they could trust nothing else.
It is simultaneously believed and doubted among the
3
This replaces the tail balance racial characteristic.
Facts about Partatingi
Strong Beak: Partatingi with this racial characteristic
• Partatingi take interest in learning about other races
gain a primary bite attack that deals 1d8 damage with a
and cultures for the benefits recreational learning
x3 crit multiplier.
and understanding potential enemies. They are usu-
This replaces natural attacks racial characteristic.
ally willing to engage strangers in conversation from
high vantage points, often listening more than speak-
Vibrant Plumage: Partatingi with this racial trait gain
ing.
a +4 racial bonus to Stealth checks made in tropical
• Partatingi do not build their homes, but make their
environments.
roosts in the highest trees and mountain caves, out
This replaces the tail balance racial characteristic.
of sight of “civilized” areas.
• Partatingi appreciate all forms of humor except
cracker jokes. Racial Archetypes
• Most adult partatingi carry a small satchel with them Partatingi have served as wizard’s familiars, as dangerous
to carry all their possessions. Usually, they politely shrieking combatants, and proficient fighting mages.
refuse gifts with the phrase, “It will only weigh me
down.” Should a partatingi accept a gift, it is consid- Grown Familiar (Wizard Archetype)
ered a great honor for the giver. As a tiny infant, you were mistaken for a normal parrot,
• A community of partatingi, called a congress, might and served as a wizard’s familiar during your childhood.
keep a shared hoard of hidden riches to be used in Now that you are grown, and a wizard yourself, you still
times of great peril. They never carry money on them retain some the benefits of being a familiar.
if they can help it.
Innate Arcane Bond (Ex, Sp) A grown familiar does
Partatingi are native to the Seven Principalities. They not possess a familiar or a bonded object. Instead grown
were first seen in Heroes of the Seven Principalities and familiars gain a number of benefits as if they were they
more information can be found here http://porphyra. own familiar as listed below.
wikidot.com/partatingi
• At 1st level, you gain Alertness and Skill Focus as a
bonus feats.
New Rules • At 2nd level, you gain evasion. You cannot use this
The following section details alternate racial traits, three ability when carrying a shield, carrying a medium or
racial archetypes, a cleric domain, and new feats and heavy load, or if you are wearing armor of any kind.
spells favored by partatingi. • At 3rd level, you gain a +1 luck bonus to your touch
attack rolls.
Alternate Racial Characteristics •
•
At 4th level, your natural armor increases by 1.
At 5th level, you learn 1 additional language of your
The following racial characteristics may be selected in-
stead of existing paratatingi racial characteristics. choice.
• At 7th level, you can speak to any avian animal, at
Feet Hands: Partatingi with this racial trait can use their will, as per speak with animals.
feet as well as normal humanoid hands for the purpose • At 9th level, your natural armor increases by 1.
of wielding weapons, using tools, etc. When fighting, • At 11th level, you add your Intelligence modifier in
they use their wings and tail to maintain their balance, addition to your Con modifier to Fortitude saves
and can use any weapon they are proficient with without made against spells and spell-like abilities.
penalty. • At 13th level, you can cast scrying once per day as a
This replaces the wing-hands and natural attacks racial spell-like ability.
characteristics. • At 15th level, your natural armor increases by 1.
• At 18th level, your natural armor increases by 1.
Honest Observer: Partatingi gains a +2 racial bonus to • At 20th level, your natural armor increases by 1.
Diplomacy and Perception checks.
4
Resplendent Quill (Magus Archetype) Screeching Flyer (Unchained Monk Archetype)
For some paratatingi, the quill is mightier than the The terror of dark jungle canopies who perch in wait
sword. Resplendent quills are magi known for their for humanoid intruders, the screeching flyer hones his
magical plumage. Transforming their feathers into magi- aggression for bringing down his wingless enemies lower
cal blades and armor, they are never ill-equipped for than the ground they stride upon. Focused and utterly
combat. ruthless, the screeching flyer blends discipline and decep-
tion into a frightening fighting style of avian fury.
Arcane Quill (Su) At 1st level, the resplendent quill
gains a reservoir of mystical arcane energy that he can Skills A screeching flyer adds Bluff to his list of class
draw upon to fuel his powers and enhance his weapon. skills, and loses Stealth as a class skill.
This arcane pool has a number of points equal to 1/2 his
magus level (minimum 1) + his Intelligence modifier. Unarmed Strike At 1st level, screeching flyer’s unarmed
The pool refreshes once per day when the magus pre- attacks can be delivered with his wing-hands, talons, or
pares his spells. beak. His unarmed strike deals bludgeoning, piercing,
At 1st level, a resplendent quill can expend 1 point and slashing damage.
from his arcane pool as a swift action to transform a This alters unarmed strike, and replaces his natural
feather on one of his wing-hands into the any light weapons granted by his racial traits.
bladed weapon that the resplendent quill is proficient
with for 1 minute. The resplendent quill cannot be dis- Wings of Cloud and Thunder (Ex) A screeching flyer
armed of this weapon, but it can be broken or destroyed has trained his wing-hands to disguise his movements
as normal. The resplendent quill can throw this weapon, and cloud his opponent’s vision. He adds his Dex bonus
but it becomes a normal feather after the attack roll is in place of his Cha to Bluff checks when feinting in
resolved. For every four levels beyond 1st, the weapon melee. At 1st, 4th, 8th, 12th, 16th, and 20th levels they
gains a +1 enhancement bonus, to a maximum of +4 at gain an additional +1d8 to unarmed damage rolls against
17th level. Multiple uses of this ability do not stack with targets who fail against the screeching flyer’s feint checks.
themselves. This replaces stunning fist, as well as all the abilities
At 5th level, these bonuses can be used to add any of that scale with it.
the following weapon properties: dancing, flaming, flam-
ing burst, frost, icy burst, keen, shock, shocking burst, or Improved Feint (Feat) At 2nd level, the screeching flyer
speed. gains the Improved Feint feat as a bonus feat, even if he
A resplendent quill can only transform one feather in does not meet the requirements.
this way at one time. If he uses this ability again, the first This replaces the monk bonus feat gained at 2nd level.
use immediately ends.
This alters and replaces the arcane pool class feature. Ki Pool (Su) Whenever the screeching flyer spends ki
points they must emit an ear-piercing scream. Any at-
Magnificent Plumage (Su) At 7th level, a resplendant tempts to use the Stealth skill automatically fail for that
quill gains a +2 natural armor bonus to his natural round.
armor. This bonus only remains in effect as long as the This alters ki pool gained at 4th level.
resplendent quill has at least 1 point in his arcane pool.
At 13th level, this bonus increases by +2. Raptor’s Red Rain Dance (Ex and Su) At 5th level, a
This replaces the medium armor and heavy armor class screeching flyer adds his level to all Fly checks. By spend-
features gained at 7th and 13th level. ing 1 point from his ki pool as a swift action, a screech-
ing flyer gains a +20 bonus on Fly checks made for 1
Magus Arcana round.
Resplendent quills gain access to the following magus This replaces purity of body.
arcana.
Flamboyant Magic (Su) When the magus casts a spell Evasive Flight (Ex) At 6th level, when flying, the
with somatic component, you exaggerate the movement screeching flyer adds her Wis bonus to Reflex saves in
with a flash of your plumage. This increases the Spell- addition to her Dex bonus.
craft DC to identify your spell as it is cast by +4. This replaces the bonus feat gained at 6th level.
5
Parrot’s Scream (Sp) At 19th level or higher, a screech- 7th—symbol of stunning, 8th—greater spell immunity,
ing flyer can emit a terrible shriek, as if using the spell 9th—foresight
wail of the banshee. Using this ability is a standard action
that consumes 3 points from his ki pool. His caster level
Feats
The following feats open up additional ability options
for this effect is equal to his unchained monk level. He
for partatingi.
can only affect one target at a time with this ability.
This replaces flawless mind.
Feather Darts
You are able to throw your quills like darts.
Ki Powers
Requirements: Con 13, partatingi
The following additional ki powers are available to
Benefit: As a standard action, you can pluck one of your
screeching flyers.
own feathers and throw it as if it were a dart (1d4 dam-
age, x2 crit, Range 20 ft.). Once a feather is thrown, it
Nut-Crack Beak (Su): Whenever the screeching flyer
breaks and cannot be reused. If your Constitution is 20
scores a critical hit with an unarmed strike against an
or higher, your feathers count as masterwork darts.
enemy, he can spend 3 ki points as an immediate action
to crack their skull open. If the target succeeds at a For-
Free Fletcher
titude saving throw (DC = 10 + 1/2 the flyer’s level + the
When crafting arrows, you use your own feathers to fletch
flyer’s Wisdom modifier), it dies. If the saving throw is
them.
successful, the target takes 1d4 points of ability damage
Requirements: Craft (bows) 3 ranks, partatingi
to each of its mental ability scores (Intelligence, Wis-
Benefit: You reduce the cost of the arrows you make by
dom, and Charisma). A screeching flyer must be at least
20%. In addition, the range of these arrows when shot
16th level before selecting this ki power.
from a bow you crafted is increased by 20 ft.
Targets that are immune to precision damage are also
immune to this ability.
Pilfering Plumage
You are able to hide things in your feathers.
Doubt Domain Requirements: Skill Focus (Sleight of Hand), partatingi
The doubt domain can be selected by any partatingi with Benefit: You gain a +4 racial bonus to Sleight of Hand
domains regardless of their faith or patron deity. checks made to hide small items on your person.
Granted Powers: You use the power of Doubt and un- Spells
certainty to remain calm and carry on. The following spells are exclusive to partatingi.
Instill Doubt (Su) As a standard action, you can propa-
gate uncertainty in a target within 30 ft. The target must Suspect Motives
succeed a saving throw DC 10 + ½ cleric level + cleric School enchantment (compulsion)[mind-affecting]
Wis modifier, or become shaken for 1 round, +1 ad- Level bard 1, inquisitor 1, rook 1, wizard 1
ditional round per 5 cleric levels you possess. This an Components V
enchantment-effect, not a fear-effect. The target becomes Casting Time 1 standard action
shaken even if they are immune to the shaken condition. Range close (25 ft. + 5 ft./2 levels)
Targets without an Intelligence score are not affected by Target one living creature
this ability. This ability can be used a number of times Duration 1 round/level (D)
per day equal to 3 + Wisdom modifier. Saving Throw Will negates; Spell Resistance yes
Reasonable Doubt (Ex) At 6th level, you become im-
mune the confused, shaken, and frightened conditions. Your target’s heart is filled with mistrust. They may not
At 20th level, you become immune to all mind-affecting benefit from flanking or teamwork feats, if they fail their
effects. saving throw.
6
Components V
Casting Time 1 standard action Example Partatingi
Range personal The following sample partatingi characters fill common
Target you partatingi archetypes.
Duration 1 round/level (D)
You fill your voice with the power of Doubt. While this
Inquisitive Partatingi
It is good to know what is going on around the islands,
spell is active and you are struck in combat by melee
no matter how trivial. These nosy partatingi are always
attacks, you let out an immediate squawk that renders
gathering information and working as informants for
your attacker shaken for one round.
their people. Sometimes, they might work as spies for
non-partatingi.
Tickle Feathers
School transmutation
Partatingi Gossip (CR 2; XP 600)
Level bard 1, druid 1, hetaera 1, magus 1, wizard 1
Partatingi unchained rogue 2
Components V
N Medium humanoid (partatingi)
Casting Time 1 swift action
Init +1; Senses Perception +9 (+13 see below)
Range personal
Defense
Target you
AC 13, touch 11, flat-footed 12
Duration 1 round/level (D)
(+1 armor, +1 Dex, +1 natural)
hp 12 (2d8)
When you are grappled by a single target, your feath-
Fort +0, Ref +3, Will -1
ers come to life to tickle them. You gain a +4 bonus to
DR 3/— (quilted cloth); Defensive Abilities evasion
CMB checks or +4 bonus to Escape Artist checks to
Offense
break free of the grapple.
Speed 30 ft., fly 30 ft. (average)
Melee bite +2 (1d4), talons -3 (1d4) or mwk sickle +3
Whistling Paratingi
(1d6)
School transmutation
Special Attacks sneak attack +1d6
Level druid 1, primordial mystic 1
Statistics
Components V, S
Str 10, Dex 13, Con 10, Int 16, Wis 8, Cha 17
Casting Time 1 full-round action
Base Atk +1; CMB +1; CMD 12
Range 1 mile
Feats Skill Focus (Perception), Weapon Finesse
Area 1-mile-radius, centred on you; see text
Skills Appraise +8, Bluff +8, Craft (traps) +8, Fly +6,
Duration 1 minute/level
Diplomacy +8, Knowledge (local) +8, Linguistics +12,
Saving Throw none; Spell Resistance no
Perception +9 (+13 conversations, concealed objects),
Sense Motive +6, Stealth +6, Use Magic Device +8; Ra-
You change the weather in the local area to a light
cial Modifiers +4 Linguistics, +2 Perception (+4 conver-
drizzle. A light drizzle reduces visibility ranges by one-
sations, concealed objects), +2 Sense Motive,
quarter, resulting in a -2 penalty on Perception checks.
Languages Aquan, Celestial, Common, Draconic,
It has a 25% chance of extinguishing small unprotected
Dwarven, Elven, Partatingi, Orcish, Protean
flames. It has no effect on ranged attacks or movement.
SQ gifted linguist, honest observer, parroting speech (2
Whistling paratingi has no effect if cast while you are
minutes, ventriloquism), rogue talent (canny observer),
indoors or underground.
trapfinding +1, wing-hands
Combat Gear impact foam, potion of cure light wounds
Zone of Civil Discourse
[2], potion of vanish [2]; Gear book of letters, chess
School enchantment (compulsion) [mind-affecting]
board, 6 darts, diary of secrets, ink, inkpen, invisible ink
Level cleric 3, inquisitor 3, paladin 3, witch 3, wizard 3
(good) [2], mwk sickle, quilted cloth armor; Coins 31
gp
This functions exactly like zone of truth, only those ef-
fected in the zone are also affected as per calm emotions.
Gossips are found throughout town casually listening.
7
Partatingi Detective (CR 5; XP 1,600)
Partatingi investigator 6
Hunter-Gatherer Partatingi
These partatingi are most in tune with the natural
NG Medium humanoid (partatingi)
environment, and excel in the collect of food. For non-
Init +0; Senses Perception +12
partatingi, they might hire out their skills as prospectors
Defense
for herbalists and fisherman.
AC 15, touch 10, flat-footed 15; +2 dodge vs. traps
(+4 armor, +1 natural)
Partatingi Windspeaker (CR 5; XP 1,600)
hp 34 (6d8+6)
Partatingi druid (storm lord) 6
Fort +3, Ref +5, Will +5; +4 vs. poison, +2 vs. traps
NG Medium humanoid (partatingi)
Offense
Init +0; Senses Eyes of the storm 10 ft; Perception +3
Speed 30 ft.; fly 30 ft. (average)
Defense
Melee bite +5 (1d8+1/x3) or +1 shortsword +8
AC 18, touch 10, flat-footed 18
(1d6+2/19-20)
(+7 armor, +1 natural)
Special Attacks studied combat, studied strike +2d6
hp 34 (6d8+6)
Extracts Prepared (CL 6th)
Fort +6, Ref +2, Will +8
2nd—alter self (x2), investigative mind (x2)
Offense
1st—anticipate peril (x2), blend, keen sense, urban grace
Speed 30 ft.; fly 30 ft. (average)
Statistics
Melee bite +5 (1d4+1), talons +5 (1d4)
Str 12, Dex 10, Con 12, Int 17, Wis 10, Cha 14
Ranged feather darts +4 (1d4)
Base Atk +4; CMB +5; CMD 15
Special Attacks wild shape 2/day
Feats Combat Expertise, Skill Focus (Diplomacy, Per-
Spell-Like Abilities (CL 6th; concentration +8)
ception)
6/day—storm burst (1d6+3 nl)
Skills Bluff +10, Diplomacy +14, Fly +9, Intimidate
Spells Prepared (CL 6th; concentration +8)
+11, Knowledge (local) +12, Linguistics +16, Perception
3rd—call lightning (R-DC 16), rain of frogs, sleet storm,
+12, Sense Motive +9, Stealth +9 (+13 tropics); Racial
wind wall
Modifiers +4 Linguistics, +4 Stealth in the tropics
2nd—animal messenger, bear’s endurance, fog cloud, gust
Languages Common, Draconic, Elven, Partatingi, Pro-
of wind (F-DC 15), heat metal
tean, plus 12 others
1st—endure elements, obscuring mist, pass without trace,
SQ alchemy +6, gifted linguist, inspiration (6/day),
tickle feathers, whistling paratingi
investigator talent (eidetic memory, empathy), keen
0th (at will)—create water, detect poison, purify food and
recollection, parroting speech (6 minutes, ventriloquism),
drink, stabilize
poison lore, poison resistance +4, strong beak, swift al-
Domain Weather
chemy, trapfinding +3, trap sense +2, vibrant plummage,
Statistics
wing-hands
Str 12, Dex 10, Con 12, Int 12, Wis 16, Cha 13
Combat Gear vial of acid/alchemist fire [7], potion of
Feats Antagonize, Feather Darts, Natural Spell
bloodhound; Gear alchemy crafting kit, formula book
Skills Acrobatics -3 (+1 to balance), Fly +6, Diplomacy
(practical studies in criminology), hybridization funnel,
+7, Knowledge (geography), Knowledge (nature) +12,
mithral shirt, portrait book, +1 shortsword; Coins 100
Linguistics +5, Survival +14; Racial Modifiers +4 Acro-
gp
batics to balance, +4 Linguistics; ACP -3
Languages Common, Druidic, Partatingi, Sylvan
Practical Studies in Criminology
SQ gifted linguist, nature sense, parroting speech (6
(Formula Book Level 6 Investigator)
minutes, ventriloquism), spontaneous domain casting,
This simple tome is bound in leather.
stormvoice, wild empathy +7, windwalker, wing-hands
Value 775 gp
Combat Gear potion of cure moderate wounds [3], wand
Spells
of call lightning (8 charges); Gear +1 blue dragonhide
2nd—alter self, darkvision, investigative mind
breastplate, everburning torch, holly and mistletoe
1st—anticipate peril, blend, expeditious retreat, heightened
awareness, keen sense, see alignment, urban grace
Windspeakers act as guides and as defenders of the Seven
Principalities.
Everyone is a suspect. Detectives find the truth.
8
Partatingi Marshal (CR 3; XP 800)
Partatingi inquisitor (green faith marshal) 4
Partatingi Bravo
For these flamboyant partatingi, combat is as much a
NG Medium humanoid (partatingi)
performance as a means of survival.
Init +2; Senses Perception +13
Defense
Partatingi Bravo (CR 11; XP 12,800)
AC 18, touch 11, flat-footed 17
Partatingi swashbuckler 12
(+6 armor, +1 Dex, +1 natural)
CN Medium humanoid (partatingi)
hp 25 (4d8+4)
Init +6; Senses Perception +3
Fort +5, Ref +2, Will +5
Defence
Offense
AC 20, touch 18, flat-footed 13
Speed 30 ft.; fly 30 ft. (average)
(+1 armor, +1 deflection, +4 Dex, +3 dodge, +1 natural)
Melee greatclub +5 (1d10+3)
hp 70 (12d10)
Ranged composite longbow +4 (1d8+2/x3)
Fort +4, Ref +12, Will +5
Special Attacks hawkeye +2 (4/day), judgement 2/day,
Defensive Abilities charmed life 3/day, dodging pa-
solo tactics
nache, evasive, kip-up, nimble +3, subtle blade
Spell-Like Abilities (CL 4th; concentration +6)
Offense
At will—detect chaos, detect evil, detect good, detect law
Speed 30 ft.; fly 30 ft. (average)
Spells Prepared (CL 4th; concentration +5)
Melee +2 heavy pick +22/+17/+12 (1d6+6/x4)
2nd (1/day)—eagle’s splendor, weapon of awe
Special Attacks bleeding wound +4, menacing sword-
1st (4/day)—aspect of the falcon, bowstaff, persuasive
play, opportune parry and riposte, precise strike +12,
goad (F-DC 12), suspect motives (W-DC 12)
superior feint, targeted strike
0th (at will)—acid splash, bleed (W-DC 11), brand (F-
Statistics
DC 11), disrupt undead, guidance, light
Str 10, Dex 18, Con 10, Int 10, Wis 13, Cha 15
Domain Eagle
Base Atk +12; CMB +18 (+20 disarm); CMD 32
Statistics
Feats Agile Maneuvers, Combat Reflexes, Dazzling Dis-
Str 15, Dex 12, Con 12, Int 10, Wis 12, Cha 14
play, Deadly Stroke, Greater Weapon Focus (heavy pick),
Base Atk +3; CMB +5; CMD 16
Quick Draw, Shatter Defenses, Weapon Focus (heavy
Feats Alertness, Intimidating Prowess, Hover, Lookout
pick), Weapon Specialization (heavy pick)
Skills Fly +4, Intimidate +11, Knowledge (nature) +8,
Skills Acrobatics +19, Diplomacy +4, Fly +19, Intimi-
Perception +13, Sense Motive +11, Survival +8; Racial
date +17, Linguistics +4, Perception +3, Perform (dance)
Modifiers +4 Acrobatics to balance, +4 Linguistics; ACP
+17; Racial Modifiers +2 Diplomacy, +4 Linguistics, +2
-4
Perception
SQ cunning initiative, familiar (hawk), feet hands, gifted
SQ deeds (bleeding wound +4, derring-do, dodging
linguist, parroting speech (4 minutes, ventriloquism), tail
panache, evasive, opportune parry and riposte, kip-
balance, track +2, wild lore
up, menacing swordplay, precise strike, swashbuckler
Languages Common, Partatingi
initiative, swashbuckler grace, subtle blade, superior
Combat Gear holy water [4], potion of cure light wounds,
feint, targeted strike), feet hands, gifted linguist, hon-
potion of shield of faith; Gear 20 arrows, breastplate,
est observer, panache (2), parroting speech (12 minutes,
composite longbow (+2 Str), greatclub, holy symbol of
ventriloquism), swashbuckler’s finesse, swashbuckler
Saren, spell component pouch; Coins 43 gp
weapon training +2
Languages Common, Partatingi
Marshals are often devoted servants of Saren or Neria.
Combat Gear elixir of green dragon breath; Gear belt of
They hunt down those that violate the natural sanctity of
tumbling, belt pouch, book of letters, bracers of armor
the Seven Principalities. They have nothing but animos-
+1, brooch of shielding, cloak of fiery vanishing, gauntlets of
ity for the Bullsmen that supported the tyranny of Aste-
skilled maneuver (disarm), +2 heavy pick, ring of protec-
rion. Marshals tend to fight from the air, using their feet
tion +1; Coins 250 gp
hands to fire arrows at opponents while hovering safely
above combat. Marshals have a hawk familiar that helps
Bravos are said to be found wherever danger lurks, or is
them harry foes.
it that they just draw chaos to wherever there are?
9
Value 1,900 gp
Resplendent Champion Spells
Heroic scholars of conflict and magic, this partatingi
3rd—cloak of winds, lightning bolt
magi keep the peace when times become dire.
2nd—aggressive thundercloud, blur, bull’s strength, glitter-
dust, pyrotechnics, time shudder
Partatingi Resplendent Quill (CR 6; XP 2,400)
1st—chill touch, enlarge person, long arm, magic missle,
Partatingi magus (resplendent quill) 7
mirror strike, squawk of doom, shock shield, sunderbreaker,
LG Medium humanoid (partatingi)
thunderstomp, tickle feathers
Init +1; Senses Perception -1
0th—all
Defense
AC 14, touch 11, flat-footed 13
Resplendent champions are able to move hidden
(+1 Dex, +3 natural)
through society, taking the form of a human child.
hp 42 (7d8+7)
When time comes for their services or protection, they
Fort +5, Ref +5, Will +4
toss off their cap to review their resplendent form.
Offense
Speed 30 ft., fly 30 ft. (average)
Melee bite +8 (1d4+3), talons +3 (1d4+1) or resplendent Partatingi Unfortunates
quill (+1 kukri) +11 (1d4+4/18-20) On rare occasions, there are partatingi who are born
Ranged mwk darts +7 (1d4+3) without sentience, and behave in all ways like normal
Special Attacks arcane pool (6), spell combat, spellstrike wild parrots.
Spells Prepared (CL 7th; concentation +10, +16 def )
3rd—cloak of winds, lightning bolt (R-DC 16) Partatingi Unfortunates (CR 1; XP 400)
2nd—aggressive thundercloud (R-DC 15), bull’s N Medium animal
strength, glitterdust (F-DC 15), time shudder Init +1; Senses low-light vision; Perception +10
1st—enlarge person, mirror strike, shock shield, squawk Defense
of doom, tickle feathers AC 14, touch 11, flat-footed 13
0th (at will)—acid splash, arcane mark, detect magic, (+1 Dex, +3 natural)
mage hand, ray of frost hp 18 (4d8)
Statistics Fort +4, Ref +5, Will +3
Str 16, Dex 12, Con 11, Int 16, Wis 8, Cha 12 Offense
Base Atk +5; CMB +8; CMD 19 Speed 20 ft., fly 30 ft (average)
Feats Arcane Strike, Combat Casting, Lightning Re- Melee bite +5 (1d6+2), talons +0 (1d4+1)
flexes, Toughness Statistics
Skills Fly +11, Intimidate +11, Knowledge (arcana) +13, Str 14, Dex 12, Con 10, Int 2, Wis 15, Cha 7
Linguistics +4, Spellcraft +13, Use Magic Device +11, Base Atk +3; CMB +5; CMD 16
Stealth +1 (+5 in tropics); Racial Modifiers +4 Linguis- Feats Skill Focus (Fly, Perception)
tics, +4 Stealth in tropics Skills Bluff +6, Fly +8, Perception +10
SQ gifted linguist, magus arcana (flambouyant magic, SQ sound mimicry
pool strike), parroting speech (7 minutes, ventriloquism), Special Abilities
spell recall, vibrant plummage, wing-hands Sound Mimicry (Ex) Unfortunates are excellent at
Languages Common, Celestial, Draconic, Partatingi, learning and copying sounds they hear often. The un-
Protean fortunate makes a Bluff check opposed by the listener’s
Combat Gear wand of shield; Gear cap of human guise, Sense Motive check to recognize the mimicry, although
spellbook (On Being Awesome), spellguard bracers, spell if the listener isn’t keenly familiar with the person or type
component pouch; Coins 45 gp of sounds mimicked, it takes a –8 penalty on its Sense
Motive check. The unfortunate has a +8 racial bonus on
On Being Awesome its Bluff check to mimic sounds it has listened to for at
(Spellbook Level 7 Magus) least 1 week.
Made from the skin of several large barking geckos, this
tome is further colorful with sigils and arcane marks. “Pretty bird,” squawk, “pretty bird”.
10
Old Squawker Familiar Friend
Elderly yet dangerous, old squawkers are irritable her- Ally and counselor to a great many academic leaders, the
mits that only lend help when certain conditions are familiar friend lends aid in subtle and magnificent ways.
met.
Partatingi Counselor (CR 9; XP 6,400)
Partatingi Squawker (CR 11; XP 12,800) Partatingi enchanter (grown familiar) 10
Old partatingi unchained monk (screeching flyer) 12 N Medium humanoid (partatingi)
LN Medium humanoid (paratatingi) Defense
Init +2; Senses Perception +20 AC 13, touch 12, flat-footed 11
Defense (+2 Dex, +3 natural)
AC 25, touch 21, flat-footed 22; +4 vs. AoO hp 61 (10d6+20)
+3 armor, +2 Dex, +1 dodge, +3 monk, +1 natural. +5 Fort +4, Ref +5, Will +9
Wis) Defensive Abilities evasion
hp 71 (12d10+12) Offense
Fort +9, Ref +15, Will +9; +2 vs. enchantment Speed 30 ft.; fly 30 ft. (average)
Defensive Abilities evasive flight, improved evasion Melee bite +4 (1d4-1), talons -1 (1d4-1)
Offense Special Attacks aura of despair (10 rounds), touch at-
Speed 70 ft.; fly 30 ft. (average) tacks +1
Melee unarmed strikes +13/+8/+3 (2d6+1) or flurry of Spell-Like Abilities (CL 10th; concentration +14)
unarmed strikes +13/+13/+13/+8/+3 (2d6+1) 7/day—dazing touch
Special Attacks elemental fury, flurry of blows, nut- Spells Prepared (CL 10th; concentration +14)
crack beak (F-DC 20), one touch, style strike (head- 5th—hold monster (W-DC 21), telepathic bond
butt, shattering punch), wings of cloud and thunder 4th—charm monster (W-DC 20), control summoned
+3d8 creature (W-DC 20) [2], detect scrying
Statistics 3rd—blood biography, heroism, persistent charm person
Str 10, Dex 14, Con 12, Int 11, Wis 20, Cha 9 (W-DC 17), suggestion (W-DC 19)
Base Atk +12; CMB +12; CMD 25 2nd—commune with birds, heightened delusional pride
Feats Crane Riposte, Crane Style, Crane Wing, Deflect (W-DC 18) [2], demand offering (W-DC 18), see invis-
Arrows, Dodge, Improved Feint, Improved Unarmed ibility
Strike, Mobility, Spring Attack 1st—charm person (W-DC 17), discern next of kin (W-
Skills Acrobatics +17 (+21 to balance), Bluff +17, Fly DC 15), heightened awareness, identify, suspect motives
+29, Linguistics +4, Perception +20 ; Racial Modifier (W-DC 17)
+4 Acrobatics to balance, +4 Linguistics, Bluff uses Dex 0th (at will)—daze (W-DC 16), detect magic, message,
to feint read magic
SQ ki pool (10; cold iron, lawful, magic, silver), ki School enchantment; Opposition evocation, transmuta-
powers (nut-crack beak, elemental fury [electricity], ki tion
visions, one touch, wholeness of body), parroting speech Statistics
(12 minutes, ventriloquism), raptor’s red rain dance, tail Str 8, Dex 14, Con 12, Int 19, Wis 10, Cha 13
balance, wing-hands Base Atk +5; CMB +4; CMD 16
Languages Common, Partatingi Feats Alertness, Craft Staff, Greater Spell Focus (en-
Combat Gear potion of cure moderate wounds [2], potion chantment), Heighten Spell, Iron Will, Persistent Spell,
of remove disease; Gear amulets of mighty fists +1, brac- Skill Focus (Diplomacy), Scribe Scroll, Spell Focus
ers of armor +3, elemental gem (air), headband of inspired (enchantment), Toughness
wisdom +2; Coins 32 gp Skills Bluff +5, Diplomacy +20, Intimidate +5, Knowl-
edge (history) +17, Knowledge (nobility) +17, Knowl-
Squawkers have been around a long time, even serving edge (local) +17, Linguistics +21, Sense Motive +12;
deist forces in the NewGod Wars. Oh, they have stories Racial Modifiers +2 Diplomacy, +4 Linguistics, +2
to tell you, provided you remember to stay off of their Sense Motive
lawn. If you are on their lawn, you will hear about it. SQ honest observer, gifted linguist, parroting speech (10
11
minute, ventriloquism)
Languages Celestial, Common, Draconic, Elven, Or- Encounters
cish, Partatingi, Protean; speak with animals (avians) Partatingi are usually encountered individually, in mated
Gear spellbook (critical conversations), spell component pairs, or in groups of 4-8 called a congress.
pouch, staff of charming, ring of counterspells (charm mon-
ster); Coins 750 gp
Little Birds (CR 5)
Partatingi gossips sometimes work with unfortunates to
Critical Conversations
provide a distraction for their activities.
(Level 10 Enchanter)
This thick book is coil bound allowing it to lie flat for refer-
Partatingi Unfortunates [3]
ence. It has a good quality lock and the counsellor’s personal
hp 18
sigil.
Value 9,650 gp
Partatingi Gossip
Opposition Schools evocation, transmutation
hp 12
Spells
5th—feeblemind, hold monster, telepathic bond, thought-
sense In the Jungle (CR 7)
4th—charm monster, control summoned creature, detect In the deep jungles of the Seven Principalities it is up to
scrying, hypercognition Marshalls and Windspeakers to prevent Asterion’s forces
3rd—blood biography, heroism, mindlocked messenger, sug- from rebuilding his ruined legacy.
gestion
2nd—commune with birds, demand offering, elemental Partatingi Marshal [2]
speech, see invisibility hp 25
1st—charm person, deja vu, delusional pride, discern next
of kin, heightened awareness, hypnotism, identify, memorize Partatingi Windspeaker
page, mindlink, suspect motives hp 34
0th—all (less evocation and transmutation spells)
• Small: Partatingikets are Small creatures and gain a Fabulous Comrades (CR 11)
+1 size bonus to their AC, a +1 size bonus on attack There is no greater pairing of friends and rivals than a
rolls, a –1 penalty to their Combat Maneuver Bonus bravo and a resplendent quill.
and Combat Maneuver Defense, and a +4 size bonus
on Stealth checks. Partatingi Resplendent Quill
• Slow Base Speed: Partatingikets have a base speed of hp 42
20 feet. Their fly speed is unaffected.
• Mimicry: Partatingikets do not possess the parrot- Partatingi Bravo
ing speech racial characteristics but instead gain a +4 hp 70
racial bonus to Perform (act).
12
OPEN GAME LICENSE Version 1.0a Grippli from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by
Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc Iron Cobra from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed
“Wizards”). All Rights Reserved. by Frog God Games; Author: Scott Greene, based on original material by Philip Masters.
1. Definitions: (a)”Contributors” means the copyright and/ or trademark owners who have contributed Open Mihstu from the Tome of Horrors, Revised. © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on
Game content; (b)”Derivative Material” means copyrighted material including derivative works and translations original material by E. Gary Gygax.
(including into other computer languages), potation, modification, correction, addition, extension, upgrade, Mite from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed
improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or by Frog God Games; Author: Scott Greene, based on original material by Ian Livingstone and Mark Barnes.
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means any work covered by this License, including translations and derivative works under copyright law, but Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and Path of the Magi. © 2002 Citizen Games/Troll Lord Games; Authors: Mike McArtor, W. Jason Peck, Jeff Quick,
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Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Pathfinder Roleplaying Game Bestiary © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on mate-
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cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of Partatingi Monster Codex © 2017, Purple Duck Games; Authors Aaron Hollingsworth & Mark Gedak.
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Angel, Monadic Deva from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and
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original material by E. Gary Gygax.
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Golem, Wood from the Tome of Horrors. © 2002, Necromancer Games, Inc.; Authors: Scott Greene and Patrick
Lawinger.
13
Other Purple Duck Other Purple Duck
Work by Aaron Hollingsworth Work by Mark Gedak
• Clerics of Porphyra • 80 Awesome Feats ... And 2 Crappy Ones
• Dragon Thanes of Porphyra • A Score of Trapped Chests
• Fabulous Archetypes • Antipaladin Feats
• Fighters of Porphya • Encounter Pages
• Heroes of the Seven Principalities • Forgotten Encounters: Forests
• Hybrid Class: Abomination • Forgotten Encounters: Underground
• Hybrid Class: Armjack • Godmetals of Porphyra
• Hybrid Class: Gestrati • Horrors of the GOW
• Hybrid Class: Hermit • Lands of Porphyra Campaign Setting
• Hybrid Class: Luminary • Legendary I: Legendary Blades
• Hybrid Class: Keener • Legendary II: Legendary Weapons
• Hybrid Class: Redeemer • Legendary III: Legendary Items
• Hybrid Class: Vessel • Monsters of Porphyra
• Mesmerists of Porphyra • Monsters of Porphyra 2
• Spiritualists of Porphyra • Monstrous Races
• The Accursed • Otyughnomicon: Northern Waste Otyugh
• Vigilantes of Horror • Otyughnomicon: Wyvern Spawn Otyugh
• Vigilantes of Horror II • PD Storeroom: Alternate Class Abilities
• PD Storeroom: Craft Points - Redux!
Aaron’s next release for Purple Duck Games • PD Storeroom: Magic Pants!
should be Villains of Porphyra with Justin Sluder
• PD Storeroom: Spell Components (Core)
• Purple Mountain: Temple of the Locust Lord
• The Gambler
• The Gods of Porphyra
• The Sighted Seeker
• The War Mind
• Tome: A Whale of a Problem