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KareidaCreature 1

Source Pathfinder Bounty #3: Shadows and Scarecrows
Perception +7
Languages Common, Shadowtongue
Skills Athletics +7, Crafting +4, Deception +5, Stealth +6
Str +3, Dex +2, Con +3, Int +0, Wis +1, Cha +0

AC 15; Fort +8; Reflex +7; Will +6;
HP 25
Speed 25 feet

Mace One Action +7 (+2, -3) to hit (shove) 1d6+3 Bludgeoning
Spiked Chain One Action +7 (+2, -3) to hit (disarm, finesse, trip) 1d8+3 Slashing
Javelin One Action +7 (+2, -3) to hit (thrown 30) 1d6+3 Piercing

Low-Light Vision

The monster can see in dim light as though it were bright light, so it ignores the Concealed condition due to dim light.

Masked Intentions (aura, mental, visual)

30 feet Aura

Kareida's mask hides her focus in a fight. Enemies that start their turn in the aura or enter it must succeed at a DC 16 will save or become Flat-Footed to Kareida and take a -2 circumstance penalty to saving throw DCs against skill checks Kareida makes against them until the start of their next turn. On a critical success, the foe is temporarily immune for 1 minute. If Kareida is not wearing her scarecrow mask, she loses this ability.



A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.


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.