Grandmaster
Creature 17 (uncommon) — human, humanoid
FlankerWeaverLANDhumanoid
Beyond the black belt, there is the grandmaster. If a battle breaks out, this incredible warrior possesses unparalleled qi adeptness and punches that can kill. Martial artists strive to master the art of hand-to-hand fighting.
Source: pathfinder-npc-core
Perception +35; lifesense (imprecise) 60 feet
Languages common
Skills acrobatics +33, athletics +33, diplomacy +25, intimidation +25, Martial Arts Lore +30, medicine +25, stealth +25
Str
+6
Dex
+4
Con
+3
Int
+1
Wis
+5
Cha
+1
Items Shuriken, +2 Greater Striking Handwraps of Mighty Blows, Temple Sword, Bands of Force
AC 40
Fort +28
Ref +32
Will +27
HP 310
Speed 50 feet
Offense
Melee Temple Sword (magical, trip) +33, Damage 3d8+14 slashing
Melee Fist (agile, magical, nonlethal, unarmed) +33, Damage 3d6+14 bludgeoning
Ranged Shuriken (magical, reload-0, thrown-20) +31, Damage 3d4+14 piercing
Abilities
Disrupt Qi (void) — The grandmaster attempts an unarmed Strike against a living creature. On a hit, the creature takes 3d6 persistent void damage and is Enfeebled 2 until the persistent damage ends.
Flurry of Blows — Frequency once per round
Effect The grandmaster makes two fist Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses.
The grandmaster can substitute any number of the attacks with temple sword Strikes or attempts to Grapple, Reposition, Shove, or Trip.
Effect The grandmaster makes two fist Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses.
The grandmaster can substitute any number of the attacks with temple sword Strikes or attempts to Grapple, Reposition, Shove, or Trip.
Forbidden Palm —
One-Millimeter Punch — 2 or 3
The grandmaster makes a single, carefully controlled unarmed Strike that deals 2 additional dice of damage, or 4 additional dice if the grandmaster spent 3 actions. If this damages the target, the grandmaster can choose to make the target attempt a DC 38 Fortitude save.
Critical Success The target is unaffected.
Success The target is pushed back 5 feet.
Failure The target is pushed back 10 feet.
Critical Failure The target is pushed back 10 feet for each action the grandmaster spent on One-Millimeter Punch.
The grandmaster makes a single, carefully controlled unarmed Strike that deals 2 additional dice of damage, or 4 additional dice if the grandmaster spent 3 actions. If this damages the target, the grandmaster can choose to make the target attempt a DC 38 Fortitude save.
Critical Success The target is unaffected.
Success The target is pushed back 5 feet.
Failure The target is pushed back 10 feet.
Critical Failure The target is pushed back 10 feet for each action the grandmaster spent on One-Millimeter Punch.
Powerful Fists — The grandmaster's fist Strikes don't take penalties when making lethal attacks, and fist Strikes are treated as adamantine, cold iron and silver.
Occult Focus Spells DC 38, attack +34; 3 Focus Points
8th Touch of Death
5th Wind Jump
3rd Qi Blast
2nd Harmonize Self
WORKS WELL WITH
AnvilLANDAn anvil holds the frontline and draws attacks while the flanker uses superior speed to circle for advantageous positioning and flurry strikes.
MenderLANDA mender sustains the flanker through aggressive repositioning enabling riskier angles of approach against high-value targets.
CrasherLANDA crasher's area pressure forces enemies into defensive postures where the flanker's trips and precision burst attacks land more reliably.
PUNISHES
✖ hidden living foes✖ kiting✖ low Fortitude
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Grandmaster in the encounter builder — free, no install.
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