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Aphorite SharpshooterCreature 4

Source Pathfinder Bestiary 3
Perception +8 (darkvision)
Languages Common, Utopian
Skills Acrobatics +10, Athletics +8, Deception +10, Diplomacy +10, Lore +9, Intimidation +10
Str +2, Dex +4, Con +2, Int +1, Wis +0, Cha +2

AC 21; Fort +10; Reflex +12; Will +8;
HP 60
Speed 20 feet

Shortsword One Action +14 (+10, +6) to hit (agile, finesse, versatile s) 1d6+8 Piercing
Crossbow One Action +14 (+9, +4) to hit (range increment 60, reload 1) 1d8+8 Piercing


A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Crystalline Dust Two Actions

Frequency once per day

Effect The sharpshooter becomes Concealed for 4 rounds, though they can't use the concealment to Hide or Sneak, as normal for concealment where their position is obvious.

Calculated Reload

When the sharpshooter reloads their crossbow, they also calculate the best angle to their target, increasing the damage die from 1d8 to 1d10 and gaining a +2 circumstance bonus to their damage roll for their next crossbow Strike, as long as it occurs before the end of their next turn.

Hurtful Critique One Action (auditory, emotion, linguistic, mental)

The sharpshooter makes witty, but disparaging comments about the fighting style of a target within 30 feet, expressing sympathy over every missed blow and providing sarcastic advice on how to improve.

The target must succeed at a DC 18 will save or take a -1 circumstance penalty to attack rolls (-2 on a critical failure) for 1 minute or until it makes a successful Strike against the sharpshooter.

A creature who critically succeeds or who Strikes the sharpshooter after failing is immune to that sharpshooter's Hurtful Critique for 1 hour.

Effect: Hurtful Critique

Divine Innate Spells (DC 18, +10 to hit)

1st Level: True Strike

The denizens of the Eternal City of Axis first forged aphorites to serve as emissaries, agents, and facilitators, with one foot in the sublime, perfect order of the Plane of Law, and one in the messy, murky, confusing muck of the Material Plane. In time, aphorites spread across the length and breadth of Golarion. Today they can be found in any corner of any land, and only a fraction still serve Axis directly.

Aphorites, like all planar scions, stand out quite vividly from their fellow mortals, sporting metallic skin, a faint coating of crystalline dust, a swirl of mathematical symbols, or perfectly symmetrical features. Many aphorites think logically and find satisfaction in careers dealing with numbers and information. Often, this leads them to become bookkeepers, clerks, or architects, but some become military engineers or sharpshooters. Others are drawn to the art of production, becoming blacksmiths, carpenters, engineers, architects, tailors, masons, or other such artisans. But no matter their careers, aphorites often feel the urge to tinker, and aphorite inventions draws both mockery and appreciation in equal measure.

Aphorites who work in less academic professions, such as mercenaries or laborers, sometimes hide their keen analytical intelligence beneath extravagant demeanors and flamboyant hats. Some craft even these disguises with the same depth and complexity they do others aspect of their lives, considering every theatrical mannerism carefully and planning out their every detail.

Planar scions are beings infused with the essences of other planes. While the examples presented here include humans with planar heritages, members of nearly any ancestry can be born with an influx of planar energies and become a planar scion.



Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.


A type of planar scion descended from a being from Axis, the Plane of Law.


A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.


Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.