Range: Disputed Lands. Secrecy: High.
Membership: 500+.
Races: Skinwalkers and werewolves only.
Classes: Alchemist, barbarian, brawler, ranger, rogue Activities: Bounty hunting, herding, mercenary work,
poaching, and cattle rustling. Not everyone is pleased with the migration of humans into the Disputed Lands. While most have accepted the new order and the greater opportunities for trade, some natives bitterly oppose the change. One
of the boldest groups
call themselves the Dune Wolves; descendants
of werewolves who have roamed the plains of the Feral Expanse for generations, thriving as solitary trappers, cowboys, and shepherds. They are a growing mercenary outfit of skinwalkers that deeply resent the recent emigrants and their attempts to lay claim to, and fence off, the best grazing and watering holes. As a result, the group has come to resent national expansion, as a whole, and are not adverse to working for local freedom fighters, rebels, and vigilantes.
Although they are semi-nomadic, they have many hidden camps and hold-fasts were the wanders gather to rest, recover, and rearm. Large bases are built into box canyons hidden by from the air by camouflage netting. Each base consists of a ring of adobe domes for families surrounding a temple, garden, and well. Honor duels are frequent between Dune Wolves, but are not always fought to the death. Smaller Dune Wolf bases are a single camouflaged dome used as a staging area and hideout for one to four. All Dune Wolf buildings include one or two simple defenses such as steel shutters, an escape tunnel, spiked pit, or trapped corridors. These dome adobes are topped with local vegetation to blend into the landscape. Inside the dome, mosaics and frescoes portray werewolves victorious and resplendent. The layout is intricate and organic rather than a grid like most buildings to be confusing to outsiders. Rain and sunlight collectors feed a tiny vegetable garden and rabbit hutch to sustain a small pack of Dune Wolves between raids.
A rtwork by Mate s L aur entiu
DUNE WOLF RAIDER CR 5 XP 1,600
Skinwalker (Pathfinder RPG: Bestiary 5) ranger (trapper) 6 CN Medium humanoid (shapechanger, skinwalker) Init +1; Senses low-light vision, darkvision 60 ft.; Perception +10 DEFENSE
AC 18, touch 11, flat-footed 17 (+4 armor, +1 Dex, +3 shield) hp 39 (6d10+6)
Fort +6, Ref +6, Will +3 OFFENSE
Speed 30 ft.
Melee +1T scimitar +9/+4 (1d6+3/18-20), or +1T scimitar
+5/+0 and +1T buckler gun +5/+0
Ranged +1T buckler gun +9/+4 (1d6+1/×4; range 10 ft.;
misfire 1; capacity 2)
Special Attacks favored enemy (humans +4, reptilian humanoids +2), trap (4/day; snare, swarm)
Skinwalker Spell-like Abilities (CL 6th; concentration +7) 1/day—speak with animals
STATISTICS
Str 14, Dex 13, Con 13, Int 7, Wis 12, Cha 8 BAB +6/+1; CMB +8; CMD 19
Feats Amateur Gunslinger, Endurance, Opening Volley, Shield Focus, Two-Weapon Fighting, Weapon Focus (buckler gun) Skills Climb +5, Disable Device +5, Heal +5, Intimidate +3,
Knowledge (dungeoneering) +2, Knowledge (geography) +2, Knowledge (local) -1, Knowledge (nature) +2, Perception +8, Sense Motive +4, Stealth +7, Survival +8, Swim +5; Racial Modifiers Handle Animal +2
Languages Common
SQ change shape, combat style (weapon and shield), deed (gunslinger’s dodge), favored terrain (desert +2), hunter’s bond (companions), track +3, trapfinding +3, wild empathy +7
Gear mw chain shirt, +1T buckler gun (+1T buckler/+1T gun),
+1T scimitar, fuse grenade (3), flash powder grenade (1),
alchemical cartridge (paper) (10), basic maps (major landmarks only), canteen, drug (opium), mwbackpack, mess kit, tindertwig (5), trail rations (5).
SPECIAL ABILITIES
Change Shape (Su) A skinwalker can change shape to a bestial form as a standard action. In bestial form, a skinwalker gains a +2 racial bonus to his choice of Strength, Dexterity, or Constitution. While in this form, a skinwalker also takes on an animalistic feature that provides a special effect. Each time a skinwalker assumes bestial form, he can choose to gain two claw attacks that each deal 1d4 points of damage, 60 foot darkvision, or a +1 natural armor bonus. These benefits last until the skinwalker returns to his humanoid form as a swift action. A skinwalker must first return to his humanoid form before changing to bestial form again to change benefits. The skinwalker presented here is currently in bestial form, and has darkvision and a +2 racial bonus to Constitution
TRIPLE R
Alignment: Chaotic Good. Range: Southern Disputed Lands. Secrecy: None.
Membership: 111. Races: Rauschite.
Classes: Cavaliers, Fighters, Gearheads, Rangers, and Rogues.
Activities: Motor rallies, cycle customization, hunting, political activism, search parties, vigilantism
Triple R (Red Rock Riders) is a motorcycle club of emigrants from Rausch. Membership includes a diverse bunch of men and women now living in Lawrrey, Lodens, Landing, and Sandstone Row from many backgrounds;
all of whom are able-bodied and skilled in riding and shooting. The club not only sponsors seasonal rallies, but also rural militias, political activism, and vigilantism. They often take the law into their own hands and have tarred and feathered countless con-artists, thieves, and frauds. Their activities put them at odds with local law enforcement and city officials despite their good intentions. “Tripler” rallies allow for members to display their customized cycles and compete with each other in driving, shooting, and drinking. The name of the club is based on the races and stunts performed on the monolithic sandstone formations at rally campsites. Roads are sparse in the Disputed Lands and all riders need a cycle well suited to traveling through sandy and rocky terrain at high speed. Typical club wear is a signature slouch hat, snap shirt, corduroy trousers, chaps, and boots with a handkerchief hung around the neck and set of goggles to counter road dust.
The five chapters of the Triple R have 15 to 30 people and many more wish to join. All new Rauchite members are under probation for six months until they prove themselves worthy of the club. They must display respect, resolution, and righteousness to become a Tripler. The difficulty in running the club is not in recruiting, but rejecting applicants that fail to measure up. Club members pool their skills and resources for the benefit of the gang, building a web of supply, fellowship, and mutual defense. The current head of the club is Thedora Teeves (CG human [rauschite] oracle 2 / rogue [grease rat] 6 / cavalier [iron rider] 4) who left her homeland five years ago seeking religious freedom from the Brelonite clergy.
A rtwork by Mate s L aur entiu
TRIPLER CR 3 XP 800
Human (rauchite) cavalier (iron rider) 4 CG Medium humanoid (human) Init +2; Perception +6
DEFENSE
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex) hp 26 (4d10)
Fort +4, Ref +3, Will +1 OFFENSE
Speed 30 ft.
Melee mwk scimitar +7 (1d6+2/18-20)
Ranged mwk double-barreled pistol +7 (1d8/×4; range 20 ft.; misfire 1-3; capacity 2; reload free)
Special Attacks cavalier’s charge, challenge (2/day; +4 damage, allies gain +2 to hit), tactician (1/day; 5 rounds) STATISTICS
Str 14, Dex 14, Con 11, Int 9, Wis 10, Cha 8 Base Atk +4; CMB +6; CMD 18
Feats Coordinated Fire, Expert Driver, Point-Blank Shot, Precise Shot, Rapid Reload (pistol), Skilled Driver (motorcycle)
Skills Climb +5, Knowledge (engineering) +3, Perception +6, Ride +5 (+9 to drive motorcycle), Sense Motive +6, Survival +6 (+8 to provide for or protect allies), Swim +5 Languages Common
SQ aid allies, motorized mayhem, order of the dragon, pistonhead
Gear iron rider motorcycle ($700 in mods), iron pellet grenade (2), skyrocket firework (2); mw chain shirt, mw scimitar (cavalry saber), mw double pistol, paper cartridge (30), canteen, playing cards, goggles, tindertwig (6)
SILVER JACKS
Alignment: Neutral.
Headquarters: Lodens, Disputed Lands. Secrecy: None.
Membership: 169. Races: Any.
Classes: Martial classes.
Activities: Martial mercenary work. The Silver Jacks are a major military force in the Disputed Lands. Originally they protected silver bullion shipments from Shield Mountains, but have transitioned into mercenaries for hire. The Silver Jacks are “equal opportunists” and will work for anyone, no questions asked, so long as it doesn’t violate any
ongoing contract. They are divided into squads, platoons, and companies depending on the size and complexity of the contract. The jackalope is usually considered a bad omen, most communities fearing them and consider them bad luck, but they’re also resilient. The Silver Jacks have embraced this characterization and their faction patch sports the head of a jackalope with a pair of crossed revolvers. The official uniform of the Silver Jacks is a brown duster and kepi, and most troopers have silver buckles, buttons, pocket watches, and in some cases false teeth.
The Silver Jacks are usually hired by land speculators, mining companies, and ranching cartels to guard them and their property, quell riots, drive cattle, and collect debts. They work all across the Disputed Lands, but have a headquarters in Lodens. Many are currently working for the railway. By extending railroads into the Disputed Lands and towards Rausch, the potential profit in continental trade and travel is tremendous. Silver Jacks are helping several Rail Barons purchase land, water, and lumber rights needed to support the rail line.
SILVER JACK TROOPER CR 3
XP 800
Male tiefling rogue (hobo) 4 CN Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +7 DEFENSE
AC 19, touch 14, flat-footed 15 (+5 armor, +4 Dex) hp 30 (4d8+8)
Fort +2, Ref +7, Will +3
Defensive Abilities uncanny dodge; Resist cold 5, electricity 5, fire 5
OFFENSE Speed 40 ft.
Melee 2 claws +6 (1d4+2, plus 1d8 sonic and Fort DC 14 [else deafened] on critical hit)
Ranged dart +6 (1d4+2; range 20 ft.) Special Attack sneak attack +2d6 STATISTICS
Str 14, Dex 16, Con 12, Int 12, Wis 14, Cha 8 BAB +3; CMB +5; CMD 18
Feats Catch Off-Guard, Power Attack (-1/+2), Weapon Finesse Skills Acrobatics +10 (+15 to jump), Appraise +6, Bluff +6, Climb
+9, Craft (weapons) +4, Disable Device +10*, Escape Artist +9, Linguistics +6, Perception +9, Profession (soldier) +6, Sense Motive +6, Sleight of Hand +10, Stealth +10, Survival +6, Swim +6; Racial Modifiers +2 Bluff, +2 Stealth
Languages Abyssal, Common, Draconic, Elven, Goblin, Hobo Code
SQ bin-rummager +2, hobo code +2, junkyard combatant, rogue talents (expert leaper, train hopper)
Gear +1T mithral jack of platesPSCS, mw backpack, beastly tattoo (thundering )PSCS, bowler hat, dart (6), grey duster, silver watch, spring jack bootsPSCS, star candle firework (2), mw thieves tools*, tindertwig (5), vapor collector canteen
A rtwork by Mate s L aur entiu