These are large, four-armed humanoids who live nomadic lives in the desert. They are fierce warriors and seek death in battle. They were cast out of the realm of Barkad for the sin of decadence, an overindulgence in fashion. Being a nomadic people, the Shobhad generally eschew permanent settlement, which is why their only city is a marketplace for stopping by after acquiring things to sell. Judge Amu rules the market with an iron fist and all know to trade fairly in its alleys.
Shobhad regard commerce as unworthy of them, but when they are forced to engage in it, they use large black iron coins pressed with an eye.
1 shobhad iron = 1 standard gold
Apothecary - Itsu makes most of her money selling perfumes and incense, but does maintain a small stock of potions under the counter in her market stall.
Smith - Kin maintains a forge in the marketplace within sight of the town well. They mostly sell jewelry but will accept commissions for larger pieces.
Tailor - Aka runs one of the few permanent shops in the market, having a dedicated mechanical loom and dyeworks in the back. She lives in a cloth structure on the roof.
Market - Judge Amu assigns stalls to vendors and handles thefts and pricing disputes from the back of her tortoise.
Magic Shop - Kei charges admission to their sandstone library at the market. They offer scrolls, staves, and wondrous items in a market stall on the days the library is closed, items to be enchanted may be left.
Public House - Anka and her family maintain a large curtained sandstone pavilion with a kitchen that sells a bland soup for cheap, with better meals and liquor available for a higher price. Permanent tents with large sleeping pads may be rented on the roof, blankets cost extra.
Bathhouse - Ike and her children operate a bathhouse, that is, a house that offers bathing facilities. The water is cold, which isn’t that bad after a hot desert day. Soap and shampoo are available for purchase.
Male Shobhad Samurai 20
LN Large Humanoid (shobhad)
Init +9; Senses Perception +28
DEFENSE
AC 42, touch 34, flat-footed 35
HP 224
Fort +18, Ref +11, Will +11
Special Defenses
Ferocity: can fight below 0 HP, is staggered and loses 1 HP per round and dies at -22 HP.
Self Reliant: when failing a Will save against an effect that lasts longer than 1 round, make a second save at the end of the second round, when brought below 0 HP roll twice to stabilize and take the better result.
Without Master: once during combat, use willpower to be at 1 HP when hit would reduce to below 0 but not kill, may reroll to confirm a crit, or take 10 on a skill check during combat.
Chosen Destiny: when target of charm, may roll twice and take better result, 1/day treat any d20 roll as nat 20 (declared before roll is made).
Honorable Stand 2/day swift action to declare, immune to shaken, frightened, and panicked, does not fall unconscious, spend 1 Resolve to reroll a failed save.
Weapon Expertise: tetsubo +2 to confirm crits.
Mounted Archer: -2 to ranged attack while mount makes double move, -4 while running.
True Resolve: if at least 2 Resolve remain, spend all Resolve to avoid death, if damage would have killed, samurai is alive, stable, and unconscious at -1 HP.
Last Stand: 1/day make a Challenge, all damage to the samurai is lowest possible unless crit, remains conscious and not Staggered while below 0 HP, cannot be killed by melee or ranged attacks unless from Challenge target, dealing no damage if samurai is at or below 0 HP, effect lasts until Challenge ends or samurai attack another target.
SR 21
Offense
Speed 30
Melee Valiant Impact +2 Tetsubo +29/+24/+19/+14 (3d8+2+8+(1d6 vs Challenge target)x4)
Ranged Merciful Brilliant Energy Composite +5 Longbow +24/+19/+14/+9 (3d6+5+5/x3)
Space 10ft; Reach 10ft
Special Attacks
Challenge: 7/day, swift action to issue challenge to single character in sight, +20 to melee damage rolls, -2 to AC except from target, remains in effect until target falls or end of combat.
Order: Ronin: Challenge (when character is the target of a Challenge, Smite, Quarry, or similar, issue a Challenge in return to get +6 on attack rolls and to Dodge).
STATISTICS
Str 26, Dex 20, Con 22, Int 16, Wis 20, Cha 14
Base Atk +20; CMB +29(+2 to Disarm or Sunder); CMD 44(+4 to Disarm or Sunder)
Feats Bludgeoner, Hammer the Gap, Improved Initiative
Skills Diplomacy +15, Handle Animal +15, Intimidate +15, Perception +28, Profession(bazaar judge) +18, Ride +18, Sense Motive +18
Languages Shobhad
SQ
Jumper: always count as running start for jump Acrobatics checks.
Desert Stride: move through non-magical difficult desert terrain at normal speed.
Multi-Armed: has four arms.
Mount: Giant Tortoise.
Chosen Destiny: when target of charm, may roll twice and take better result, 1/day treat any d20 roll as nat 20 (declared before roll is made).
Resolve: 10/day regain 1 use when defeating Challenge target, uses are Determined (standard action spend 1 use to remove Fatigued, Shaken, Sickened, Exhausted, Frightened, Nauseated, or Staggered, if the condition is permanent it is suppressed for 1 hour), Resolute (when required to make a Fort ot Will save, spend 1 Resolve to roll twice and take better roll, must declare before roll), Unstoppable (when reduced to below 0 but not slain, spend 1 Resolve to Stabilize and remain conscious, being staggered, only falls unconscious if taking additional damage), Greater Resolve (after a crit is confirmed against Samurai spend 1 Resolve to treat as normal hit).
Banner: allies within 60ft get +4 on attack rolls as part of a charge.
Greater Banner: allies within 60 ft get +2 to save vs Charm and Compulsion; spend a standard action to wave banner granting allies in 60ft additional save against 1 spell or effect.
Gear Valiant Impact +2 Tetsubo, Merciful Brilliant Energy Composite +5 Longbow, O-yoroi of Determination: 1/day when drop below 0 HP heal 5d8+20, Belt of Physical Protection +6, Mantle of Spell Resistance, Monocle of the Investigator, Headband of Mental Superiority +6, Amulet of Natural Armor +5, Bracers of Armor +8, Ring of Protection +5
Giant Giant Alacritous Nigh-Invulnerable Giant Tortoise
N Huge Animal
Init +2; Senses low-light vision, Perception +7
DEFENSE
AC 41, touch 7, flat-footed 40 (–4 Dex, +34 natural, +1 Dodge); +4 vs attacks of opportunity from moving in or out of a threatened area
HP 26 (3d8+13)
Fort +8, Ref +1, Will +2
Special Defenses
Improved Evasion (no damage on successful Ref save, half damage on failed save)
Improved Uncanny Dodge (never flat-footed, cannot be flanked)
Duck Aside (any round when Split Second is not used it gains a 20% miss chance)
Regeneration 26/round
DR 20/-
Immune Ability Damage, Ability Drain, Acid, Blindness, Cold, Deafness, Death Effects, Disease, Electricity, Energy Drain, Fire, Mind-affecting effects, Nausea, Negative Energy, Paralysis, Permenent Wounds, Petrification, Poison, Polymorph, Stunning, Sonic
Weakness Vulnerable Point: center of shell (under saddle) vulnerable to Bludgeoning 8 HP, must be in single attack to reduce to 0, suffer 1d6 bleed damage per round and Regeneration is suppressed along with all Defensive Abilities, Knowledge DC 29 to discover weak point
OFFENSE
Speed 10 ft., run 50ft
Melee bite +8 (2d6+7)
Special Attacks
Split Second (full-round action, move up to double movement speed then take a standard action at new location, treated as at both locations for determining attacks of opportunity and being threatened),
Spring Attack (full round action, move up to speed, or Split Second speed, and make a melee attack without provoking attacks of opportunity)
Spell-like Abilities
Constant Freedom of Movement
STATISTICS
Str 22, Dex 3, Con 24, Int 2, Wis 13, Cha 9
Base Atk +2; CMB +4; CMD 12 (16 vs. trip)
Feats Endurance, Great Fortitude, Dodge, Improved Initiative, Mobility, Run, Spring Attack
SQ
buoyant
shell(As a move action, a tortoise can pull its extremities and head into its shell. It can’t move or attack as long as it remains in this state, but its armor bonus from natural armor increases by 4 as long as it does. It may end this state as a move action)
slow and steady
Shobhad Warrior 5
LN Large Humanoid (shobhad)
Init +2; Senses Perception +2
DEFENSE
AC 19, touch 13, flat-footed 15
HP 42
Fort +7, Ref +3, Will +3
Special Defenses Ferocity: can fight below 0 HP, is staggered and loses 1 HP per round and dies at -16 HP
OFFENSE
Speed 30
Melee Keen Tri-Pointed Double Edged Sword +9 (2d8+5/19-20x3)
Ranged Distance Composite +5 Longbow +6 (2d6+5+2/x3) range 220
Space 10ft; Reach 10ft
STATISTICS
Str 20, Dex 14, Con 16, Int 10, Wis 14, Cha 8
Base Atk +5; CMB +11; CMD 23
Skills Climb +10, Craft(weaving) +5, Handle Animal +4, Intimidate +4, Profession(trader) +7
Languages Shobhad
SQ
Jumper: always count as running start for jump Acrobatics checks.
Desert Stride: move through non-magical difficult desert terrain at normal speed.
Multi-Armed: has four arms.
Gear Keen tri-pointed double edged sword, Distance Composite +5 Longbow, Kikko Armor +1, bag of holding I, large bedroll, large blanket, large tent, thick silk rope, everburning torch, coffee, tea, large bread x10, honey, large meat x10, large trail rations x10, large incense, large journal, ink, large pen, large traveller's outfit, sun hat, large filter scarf, jewelry (500), large waterskin x5, tattoo, large cooking kit, large gambler's kit, large grooming kit, large mess kit, large perfumer's kit, large masterwork survival kit, large masterwork artisan's tools, large parasol, cart, personal flag, 862 Shobhad Iron