Persistent Harrier
Hit Points 21 2d10+10
Base A. Bonus +2
Melee Attack +4
Ranged Attack +6
Maneuvers +2
Armor Class +8
Touch AC +4
Flat-footed +5
Maneuvers +5
ABILITY trait mod
Strength 12 +1
Dexterity 16 +3
Constitution - -
Intelligence 11 +0
Wisdom 10 +0
Charisma 7 –2
Fortitude +0
Reflex +3
Will +0

SKILL Roll Calculating
Acrobatics +8 dex 3 + rank 2 + class 3
Stealth +9 dex 3 + rank 2 + size 4

(get +4 extra to Acrobatics checks for jumping)


Nature: Creature
Type: Construct
Subtype: Homunculus

Alignment: As creator
Size: Small
CR: 1

AC: +1 size, +3 dex, +4 NA
Attack: Spike +4 melee (1d6+1)
Feats: Step Up
Speed: 40 feet
Initiative: +3

●Low-light vision
●Darkvision 60 feet
●Construct Traits
●Homunculus Traits

Sneak Attack (1d6): It deals an extra 1d6 damage when it's flanking a target, or at any time when the target would be denied its Dexterity bonus. As per the rules for the rogue class feature.

Step Up: Whenever an adjacent foe tries to take a 5-foot step away from you, you may also make a 5-foot step as an Immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you can't take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.


The persistent harrier is a small, wiry figure, that darts between the legs of combatants, and pokes dangerous-looking spikes toward its master's foes. Barely 2 feet tall, a persistent harrier is designed to be in the middle of combat, distracting opponents or setting up flanking opportunities.

It will move around into flanking position, taking a 5-foot step or using the Acrobatics skill to maneuver around the battlefield where appropriate. If it doesn't attack it can be directed to use the "aid another" action to provide a boost.


Cost: 1'250 gp to make +50 gp for raw material of body
Prereqs: "arcane eye", "mending"
Craft Skill: Sculpting, DC 14

A persistent harrier is crafted from leather, metal and clay.
