Steaming Kingdom Bartender
Creature 2 (unique) — dwarf, humanoid
Pre-Remaster content. May include legacy alignment.
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.
Source: outlaws-of-alkenstar-bestiary (Pre-Remaster)
Perception +8
Skills 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
Ref +5
Will +8
HP 35
Speed 25 feet
Offense
Melee Sap +8, Damage 1d6+5 bludgeoning
Melee Fist +8, Damage 1d4+5 bludgeoning
Ranged Pewter Mug +5, Damage 1d4+5 bludgeoning
Ranged Dwarven Scattergun +7, Damage 1d8 piercing
Abilities
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 (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.
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