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WorkneshCreature 16


UniqueLEMediumHumanHumanoid
Source Pathfinder #172: Secrets of the Temple-City
Perception +28
Languages Common, Mzunu
Skills Athletics +32, Intimidation +29, Religion +26, Society +26, Stealth +27, Survival +30, Lore +30
Str +6, Dex +1, Con +3, Int +2, Wis +4, Cha +3

AC 37; Fort +29; Reflex +25; Will +28;
HP 310
Speed 25 feet
Resistances Piercing 4

Golden Blade One Action +32 (+27, +22) to hit 3d6+16 Piercing + 2d6 Fire
Golden Blade One Action +27 (+22, +17) to hit (thrown 20) 2d6 Fire + 3d6+16 Piercing

Attack of Opportunity Reaction

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.


Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Master's Cry Free Action

Trigger Worknesh rolls initiative Requirements Worknesh can perceive at least one foe within 60 feet


Effect Worknesh yells a mighty rallying cry. Worknesh attempts an Intimidation check to Demoralize a single foe within 60 feet. If successful, any of her allies within 30 feet can Stride up to double their speed as their first action on their first turn of the combat.

Shield Block Reaction

Trigger The monster has its shield raised and takes damage from a physical attack.


Effect The monster snaps its shield into place to deflect a blow. The shield prevents the monster from taking an amount of damage up to the shield's Hardness. The monster and the shield each take any remaining damage, possibly breaking or destroying the shield.

Warmaster's Instinct

Worknesh can recognize the skills of any combatants she faces. She can use Warfare Lore to Recall Knowledge about any creature, but only while in combat or observing the creature fight.

Battle Cry One Action (auditory, concentrate, emotion, mental)

Worknesh unleashes a war cry, granting herself and all allies within 60 feet a +1 status bonus to attack and damage rolls until the start of her next turn.

Effect: Battle Cry

Walkena's Fury One Action

Frequency once per round Requirements Worknesh is within reach of an enemy designated by Walkena's Judgment


Effect Worknesh makes two melee Strikes against the enemy of Walkena. If both attacks hit, she combines their damage for the purpose of the creature's resistances and weaknesses.

Walkena's Judgment One Action (concentrate, divine)

Worknesh designates a single creature as an enemy of Walkena. She must be able to see or hear the creature, or she must be tracking the creature. Worknesh gains a +4 status bonus to damage against the designated creature, and she gains fast healing 5 while within 30 feet of the creature. In addition, she doesn't take the -2 circumstance penalty to attack rolls when attempting to deal nonlethal damage with an attack without the nonlethal trait and vice versa. Worknesh can have only one creature designated as an enemy of Walkena at a time. If she uses Walkena's Judgment against a creature when she already has a creature designated, the prior creature loses the designation and the new target gains the designation. This designation lasts for 24 hours.


Divine Spontaneous Spells (DC 34, +26 to hit)

Cantrips (8th Level): Daze, Detect Magic, Divine Lance, Message, Shield, Sigil
1st Level: Heal (2x)
2nd Level: Dispel Magic (2x), See Invisibility
3rd Level: Fireball
4th Level (3 slots): Air Walk, Discern Lies, Freedom of Movement, Wall of Fire
5th Level (3 slots): Prying Eye, Tongues



Traits

Unique

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.

Human

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

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