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Steaming Kingdom BartenderCreature 2

Source Pathfinder #179: Cradle of Quartz
Perception +8
Languages Common
Skills Lore +11, Athletics +9, Deception +6, Diplomacy +6, Performance +8, Society +6, Thievery +5
Str +3, Dex +0, Con +2, Int +0, Wis +1, Cha +3

AC 16; Fort +9; Reflex +5; Will +8;
HP 35
Speed 25 feet

Sap One Action +8 (+4, +0) to hit (agile, nonlethal) 1d6+5 Bludgeoning
Fist One Action +8 (+4, +0) to hit (agile, nonlethal) 1d4+5 Bludgeoning
Pewter Mug One Action +5 (+0, -5) to hit (thrown 10) 1d4+5 Bludgeoning
Dwarven Scattergun One Action +7 (+2, -3) to hit (concussive, kickback, range increment 50, reload 1, scatter 10) 1d8 Piercing

Bar Brawler

The barkeep has been in enough bar fights to know how to throw a few punches. When fighting in their bar and making a nonlethal attack, the barkeep gains a +1 circumstance bonus to attack rolls and deals an additional 1d4 damage.

Barkeep's Advice Three Actions (auditory, fortune, linguistic, mental)

Frequency once per day

Effect The barkeep gives some pertinent advice to a single creature other than themself. For 24 hours, when that creature fails a skill check or saving throw, they can recall this advice and reroll the check, using the second result instead. Once that creature uses this ability, its effect ends.

A creature that receives the Barkeep's Advice is temporarily immune to the ability for 1 month.

Barkeeps are often friends and mentors within a community, lending an ear while supplying libations. The best barkeeps have some talent for storytelling and passing on valuable advice.

Countless adventures begin in a tavern or a pub. Maybe it's because such places attract the risk-prone, or maybe it's because everyone needs a little liquid courage before they decide to take on a group of rampaging ogres.



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 dwarf ancestry. Dwarves are stout folk who often live underground and typically have darkvision. An ability with this trait can be used or selected only by dwarves. An item with this trait is created and used by dwarves.


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