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Ganzi Martial ArtistCreature 3


MediumHumanHumanoidNephilim
Source Pathfinder Monster Core 2
Perception +9 (low light vision)
Languages Common, Protean
Skills Acrobatics +9, Athletics +10, Deception +7, Performance +7, Stealth +9
Str +3, Dex +4, Con +0, Int -1, Wis +2, Cha +2

AC 20; Fort +7; Reflex +11; Will +9; +1 status to all saves vs. controlled condition
HP 36
Speed 35 feet

Shuriken One Action +11 (+7, +3) to hit (agile, thrown 20) 1d4+5 Piercing
Foot One Action +11 (+7, +3) to hit (agile, finesse, sweep) 1d8+5 Bludgeoning

+1 Status to All Saves vs. Controlled ConditionGanzi Resistance

The ganzi gains resistance 1 to acid, electricity, or sonic (chosen randomly each day).

Effect: Ganzi Resistance

Ganzi Spells

Two of the following chosen at random each day using 1d12

  1. Acid Grip
  2. Blur
  3. Humanoid Form
  4. Illusory Object
  5. Invisibility
  6. Laughing Fit
  7. Noise Blast
  8. Paranoia
  9. Resist Energy
  10. See the Unseen
  11. Shatter
  12. Telekinetic Maneuver
Flurry of Kicks One Action

Frequency once per turn


Effect The martial artist makes two melee Strikes. The martial artist applies their multiple attack penalty to these Strikes normally.

Handspring Kick One Action

Requirements The martial artist has both hands free


Effect The martial artist Steps, then makes a melee Strike at a –1 penalty.


Divine Innate Spells (See Ganzi Spells) (DC 19, +11 to hit)

1st Level: Illusory Object
2nd Level: Acid Grip, Blur, Humanoid Form, Invisibility, Laughing Fit, Noise Blast, Paranoia, Resist Energy, See the Unseen, Shatter, Telekinetic Maneuver


Children of primeval chaos, ganzis intertwine the churning pandemonium of the Maelstrom with the more mundane tumult of mortal life. Some arise in bloodlines touched by creatures of the Maelstrom in generations previous, while others are changed by planar friction seething upon the shores of creation, but all share the essence of anarchy in their blood and bone.

Due to their connection to the Maelstrom, ganzis vary wildly in appearance; the most common proteankin have patches of scales and feathers and mischievous, slithering tails. Others might have stranger features, such as horns, glowing orange eyes, or limbs flickering with harmless auras of entropic energy. Ganzis might be dramatically shorter, taller, thinner, or stouter than is typical for their ancestry, and it's not uncommon for them to be mistaken for more common nephilim.

Independent-minded to a fault, often creative and capricious, ganzis prefer professions that allow them to serve as their own masters. If such a profession gives a ganzi opportunity to baffle or befuddle Golarion's more staid citizens, then all the better. Ganzis frequently develop reputations as outgoing, deviant, or thrill-seeking, and many heartily embrace these reputations and lean into them. Of all the planar scions, ganzis are among the most likely to take up life as wanderers.

Ganzis with a taste for close combat are sometimes drawn to martial arts, turning their curious forms into potent and unexpected weapons. It's common to find such ganzi in the temporary employ of others, whether out of a legitimately shared ideology or simply the need for money. Just as often, though, one can simply find a ganzi martial artist demonstrating their craft on a street corner or dealing out justice to enforcers of cruel laws.


Nephilim are individuals infused with the essence of an immortal being from the Outer Planes, such as a celestial, fiend, or monitor. While the examples presented here are humans with nephilim heritages that trace back to Axis and the Maelstrom, members of nearly any ancestry can be born with an influx of similar energies and become a planar scion. More about nephilim can be found starting on page 78 of Player Core, and other nephilim NPCs are presented beginning on page 266 of Monster Core.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Human

A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.

Nephilim

A creature with this trait has the nephilim versatile heritage. Nephilim are planar scions descended from immortal beings from other planes. An ability with this trait can be used or selected only by nephilim.