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Tournament Combatant

CREATURE 5

Tournaments attract martial artists like moths to a flame, with participants crossing vast distances for the chance to test their might.


Martial artists strive to master the art of hand-to-hand fighting.


Perception +12
Languages Common
Skills Acrobatics +13, Athletics +12, Intimidation +11, Performance +11
Str +3, Dex +5, Con +1, Int +0, Wis +1, Cha +2
Work the Crowd (emotion, mental)
Frequency once per 10 minutes
Requirements The combatant is within 50 feet of at least three spectators

Effect With a flashy flurry of moves, the tournament combatant elicits cheers. The tournament combatant is Quickened for 1 minute. They can use the extra action only to Strike or Stride.

AC 21; Fort +10, Ref +15, Will +10
HP 75

Speed 35 feet
Melee Fist +14 (agile, finesse, nonlethal, unarmed), Damage 1d8+5 bludgeoning
Melee Nunchaku +14 (backswing, disarm, finesse), Damage 1d6+5 bludgeoning
Melee Shuriken +14 (agile, reload 0, thrown 20), Damage 1d6+5 piercing
Flying Attack

The tournament combatant makes a Leap, High Jump, or Long Jump. At any point during the jump, if they're adjacent to an enemy, they can Strike that enemy with a fist or nunchaku Strike, even in midair. The combatant falls to the ground after the Strike. If the distance they fall is no more than the height of their jump, they land upright and take no damage.

Powerful Fists

The tournament combatant's fist Strikes don't take penalties when making lethal attacks.

Somersault Attack

The tournament combatant attempts to Tumble Through a target's space. If they succeed on their Acrobatics check, the tournament combatant can make a fist or nunchaku Strike against that target while moving through its space.

Pathfinder NPC CoreORC