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Mite Guardsman
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Lawful Evil (Mite)

3 Fighter
1 Fey
Size
Small
Speed
20 ft.
Initiative
+2
STR
12
DEX
14
CON
12
INT
8
WIS
14
CHA
6

Skills
18 Mobility
14 Persuasion
19 Perception
26 Stealth

27 experience points

Defense
31 Hit points
AC
20

Flat-footed
17
Touch
16
Fortitude
+4
Will
+5
Reflex
+5

Resistance:
Damage Reduction 2/Cold Iron

Offense
Melee: Sickle
Range: 2 ft.
Attack: +9
Damage: 2-5 Slashing 1d4+1

BASE ATTACK BONUS
+3/-/-/-
COMBAT MANEUVER
+5 Bonus 18 Defense

Features and Abilities
Charge, Coup de Grace, Demoralize (Persuasion), Treat Affliction
Fighting Defensively, Acrobatics (Mobility)
Damage Reduction 2/cold iron, Feat, Coup de Grace, Bonus Combat Feat, Fighter Proficiencies, Armor Proficiency (Light Armor), Armor Proficiency (Medium Armor), Armor Proficiency (Heavy Armor), Simple Weapon Proficiency, Martial Weapons Proficiency, Shield Proficiency, Tower Shield Proficiency, Weapon Finesse, Dodge, Bravery, Weapon Focus (Sickle), Armor Training, Toughness

Analyze Skill: Lore (Nature) DC 13

CR3_MiteFighterMeleeLevel3 (960f4e494a5b1a844833ed000751229b)

Mite Guardsman is a creature in Pathfinder: Kingmaker.

Description[ | ]

Descended from even smaller fey, the mites are among the most pitiful and craven dwellers of the dark. Hideously ugly, even goblins have been known to mock mites for their homely appearances, mockery most mites take to heart and nurture for weeks, months, or even years in their tiny homes, until their distress and anger finally overcome their natural cowardice and impel them forth on short-lived bouts of bloody vengeance from the doubtful safety of a spider’s back.

Mites, once closer to the strange realm of the fey, have grown larger and stockier after countless generations spent on the Material Plane. Yet still, their stature places them at the bottom of the pile in the dangerous caverns in which they live. Their traditional enemies are dwarves and gnomes, particularly the svirfneblin of the deep underground caves. The one thing that gives them a significant edge over an enemy in a fight is their natural ability to empathize with normally mindless vermin—mites are particularly fond of spiders, centipedes, and cave fishers, and a mite colony usually has a few of these far more dangerous monsters on hand to defend the group.

Although they have lost the supernatural ability to tinker with magic items, luck, or mechanical objects possessed by their more sinister and dangerous gremlin kin, mites retain the ability to perform minor magical tricks with prestidigitation, and often use these tricks to annoy their enemies. When faced with dangerous foes, a mite uses its doom ability to hex a foe—a mite’s eyes bulge hideously open when it uses this spell-like ability.

A mite is 3 feet tall and weighs 40 pounds.

Locations[ | ]

Loot[ | ]

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