These tall, frail humanoids have pale skin and prefer dark, layered clothing. They are often treacherous and disloyal, living in clans for convenience and safety rather than comradeship. They were cast out of the realm of Shilat for the sin of loyalty, defending others to their own detriment. Most Caligni regret their error, though there are a few who wonder how it could have been otherwise. Most of their grief is focused on the loss of their dossier portfolios, but they haven’t ceased their notations. The one known simply as The Old Man is simultaneously the most trusted and most feared.
The caligni have some of the most finely crafted coins of any race. They come in denominations of 1, 5, 10, 50, and 100, based on the amount of gold used.
100 caligni strike = 1 standard gold.
Apothecary - Cecilia makes her money from poisons, though her freestanding wooden storefront advertises various recreational intoxicants. She keeps antidotes in stock on request and can be commissioned to make beneficial potions.
Smith - Aurelian is more of a tinker than a smith, specializing in trap construction and trick jewelry. His displays are full of rings and necklaces but he can be commissioned for more common pieces in his walled-off forge.
Tailor - Rebeca can sew anything, but she insists on hidden pockets in everything. These pockets have a shocking storage capacity for non-magical storage. Her shop does not have windows.
Grocer - Fabian sells a selection of meat, fruit, and vegetables from rows of bins under a canopy. He will take note of everything you buy.
Magic Shop - Zaharia keeps shop in a large black domed tent over a scooped out area of dirt. He will have nothing in stock except what you wanted to buy.
Public House - Vladislav (The Old Man) runs the pub as his cover identity. The food is better than it should be and the beds are exceptionally comfortable.
Male Caligni Spy 10/Master Spy 10
LE Medium Humanoid (caligni)
Init +8; Senses See in Darkness; Perception +26
DEFENSE
AC 32, touch 28
HP 213
Fort +16, Ref +20, Will +17; no damage on successful Ref save; +2 to save vs truth effects or Detect Thoughts, +2 vs Charm or Compulsion to reveal information; on failed save vs Enchantment reroll next turn.
Special Defenses
Uncanny Dodge: never flat-footed.
Improved Uncanny Dodge: cannot be flanked.
Slippery Mind: on failed save vs Enchantment reroll next turn
Immune Poison
Spell Resistance 21
OFFENSE
Speed 30
Melee Deadly Force Burstx2 Sap +22/+18/+12 (1d6+2d6force+8/x2+2d10force)
Ranged Distance Stalking +2 Blowgun +24/+19/+14 (1d4+2+5(+1d6 per consecutive round spent stalking up to +5d6)/x2)+poison
Poison Blue Whinnis: Injury Fort DC 14, 1 Con Damage/unconscious 1d3 hours
Or
Drow Poison: Injury Fort DC 13, unconscious 2d4 hours
Special Attacks
Sneak Attack +9d6.
Death Attack: study opponent for 3 rounds followed by Sneak Attack, Paralyzing 1d6+10 rounds or killing opponent, fails if recognized as enemy by target prior, DC 25, on save take normal Sneak Attack damage.
STATISTICS
Str 14, Dex 26, Con 22, Int 20, Wis 16, Cha 18
Base Atk +14; CMB +16; CMD 34
Feats Deceitful, Iron Will, Weapon Finesse
Skills Bluff +46, Craft (brewing) +13, Diplomacy +27, Disable Device +16, Disguise +41, Escape Artist +16, Intimidate +22, Knowledge (arcana) +18, Knowledge (dungeoneering) +18, Knowledge (engineering) +18, Knowledge (geography) +18, Knowledge (history) +18, Knowledge (local) +18, Knowledge (nature) +18, Knowledge (nobility) +18, Knowledge (planes) +18, Knowledge (religion) +18, Linguistics +8(+12 to forge documents), Perception +26(+5 to detect traps and floor devices, may take 10, 1/day take nat 20), Perform (keyboard) +17, Profession (innkeeper) +22, Sense Motive +41, Sleight of Hand +16, Stealth +46, Use Magic Device +12
Languages Caligni
SQ
Light Sensitivity.
Death Throes: when killed its body explodes in a burst of light, 5ft burst Fort DC 26 or be Dazzled for 1d4 rounds, remains shrink to 1/3 size and are unrecognizable.
Spy Talent (Fast Stealth. Expert Forger. Evasion. Careful Search. Rummage).
Secret Keeper: +2 to save vs truth effects or Detect Thoughts, also vs Charm or Compulsion to reveal information.
Nondetection CL 20.
Art of Deception.
Master of Disguise: create disguise in half time, penalties reduced by 1.
Glib Lie: truth-detecting magic must pass caster level check DC 25 to succeed or only appear to work.
Mask Alignment: appear as different or no alignment to alignment detection magic.
Nonmagical Aura: 2/day make object appear nonmagical.
Concealed Thoughts: decide what thoughts Detect Thoughts detects.
Quick Change: assume disguise in 2d4 rounds by taking -5 to Disguise check.
Shift Alignment: when Mask Alignment, take alignment damage as false alignment.
Fool Caster: when succeeding to save vs Dominate or Charm pretend to follow orders and preserve telepathic bond.
Hidden Mind: constant Mind Blank CL 20.
Assumption: full-round action to shift aura to helpless creature to confuse divination spells.
Gear Deadly Force Burst x2 Sap, Distance Stalking +2 Blowgun, Blue Whinnis, Drow Poison, Oil of Restfulness: ingested Fort DC 15, unconscious 1d3 hours, Purple Kief: ingested Fort DC 18, 1d2 Con and Str damage/unconscious 1 hour, Belt of Physical Perfection +6, Mantle of Spell Resistance, Eyes of Charming: At will Charm Person Will DC 16, Burglar Boots, Headband of Mental Superiority +6, Periapt of Proof against Poison, Sleeves of Many Garments, Ring of Protection +5 x2, Greater Shadow Leather Lamellar
Caligni Spy 5
LE Medium Humanoid (caligni)
Init +5; Senses See in Darkness; Perception +7
DEFENSE
AC 20, touch 15
HP 40
Fort +4, Ref +9, Will +4; +1 to save vs truth effects or Detect Thoughts, +1 vs Charm or Compulsion to reveal information
Defensive Abilities
Uncanny Dodge: never flat-footed.
Improved Uncanny Dodge: cannot be flanked.
Weakness Light Sensitivity
OFFENSE
Speed 30
Melee Keen Rapier +8 (1d6+5/15-20x2)
Ranged Distance Hand Crossbow +8 (1d4+5/19-20x2)+poison
Poison Blue Whinnis Fort DC 14 1 Con damage/unconscious 1d3 hours
Or
Drow Poison Fort DC 13 unconscious 2d4 hours
Special Attacks Sneak Attack +3d6
STATISTICS
Str 8, Dex 20, Con 16, Int 14, Wis 10, Cha 12
Base Atk +3; CMB +2; CMD 17
Feats Weapon Finesse
Skills Bluff +10, Craft (weaving) +9, Diplomacy +8, Disable Device +12, Disguise +10, Escape Artist +12, Handle Animal +6, Linguistics +5(+10 to forge documents), Perception +7, Perform (wind) +8, Profession (tailor) +8, Sense Motive +9, Sleight of Hand +12, Stealth +12
Languages Caligni
SQ
Death Throes: when killed its body explodes in a burst of light, 5ft burst Fort DC 26 or be Dazzled for 1d4 rounds, remains shrink to 1/3 size and are unrecognizable.
Spy Talent (Fast Stealth, Expert Forger)
Gear keen rapier, distance hand crossbow, Leather Lamellar +1, Blue Whinnis x2, Drow poison x2, purple kief x2, sleeve of many garments, if outside town Bag of Holding I, collapsible bathtub, cot, soap, small tent, mirror, silk rope, everburning torch, cider, mead, fine wine, coffee, tea, bread x10, caviar, cheese x10, honey, trail rations x10, cypher book, journal, ink, pen, waterskin x4, cooking kit, infiltration kit, forger's kit, common gambler's kit, grooming kit, spy's kit, masterwork survival kit, masterwork thieves tools, parasol, puzzlebox (500), 265 Hundred-Strike, 4 Ten-Strike, 1 Five-Strike