Barkeep
CREATURE 1Barkeeps 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.
+6
Common
Alcohol Lore +9, Athletics +6, Deception +6, Diplomacy +8, Performance +6, Society +5, Thievery +3
Str +3, Dex +0, Con +2, Int +0, Wis +1, Cha +3
AC 14; Fort +7, Ref +3, Will +6
HP 25
25 feet
Melee Sap +6 (agile, nonlethal), Damage 1d6+3 bludgeoning
Melee Fist +6 (agile, nonlethal, unarmed), Damage 1d4+3 bludgeoning
Melee Pewter Mug +3 (thrown 10), Damage 1d4+3 bludgeoning
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)
once per day
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.
Pathfinder Gamemastery GuideOGL