Vestahl Mentu


Vestähl Mentu (Captured Artificer) [CR 3]

XP 800
Male human artisan 4 (from The Artisan by Drop Dead Studios)
LG Medium humanoid (extraplanar, human)
Init + 1; Senses Perception + 6

AC 18; touch 12, flat-footed 16 ( + 6 armor, + 1 Dex, + 1 dodge), + 4 dodge vs. attacks of opportunity; – 4 armor check penalty ( – 5 donned hastily)
hp 26 (4d8 + 8)
Fort + 3, Ref + 2, Will + 5

Speed 20 ft. (30 ft. normal)
Melee (normal) mwk heavy flail + 6 (1d10 + 3 / 19-20; disarm, trip), or
mwk lucerne hammer + 6 (1d12 + 3; brace, reach, + 2 CMB to sunder medium/heavy armor)
Melee (Power Attack) mwk heavy flail + 4 (1d10 + 9 / 19-20; disarm, trip), or
mwk lucerne hammer + 4 (1d12 + 9; brace, reach, + 2 CMB to sunder medium/heavy armor)
Ranged mwk light crossbow + 5 (1d8 / 19-20; 80 ft.)

Str 15, Dex 13, Con 14, Int 11, Wis 12, Cha 8
Base Atk + 3; CMB + 5; CMD 16
Feats Craft Wondrous Item, Dodge, Eye for Magic*, Master Craftsman (Profession [blacksmith]), Mobility, Power Attack, Scribe Scroll
(*) new feat (below)
Skills Appraise + 5, Craft (alchemy) + 7 ( + 11 to produce magic items), Craft (calligraphy) + 7 ( + 11 to produce magic items), Craft (sculpture) + 8 ( + 12 to produce magic items), Craft (weapons) + 9 ( + 13 to produce magic items), Diplomacy + 3, Knowledge (arcana) + 5, Knowledge (engineering) + 6, Knowledge (history) + 4, Linguistics + 6, Perception + 6, Profession (blacksmith) + 10 ( + 14 to produce magic items), Sense Motive + 6, Use Magic Device + 8
Languages Common (Taldane, Tien), Dwarven, Minatan, Polyglot
SQ animate object, crafter’s art (weapons), craftsman technique (call item), enhancement pool (2), homunculus, magical affinity, magical essence (2,000 gp), magical traps
Combat Gear potion of bull’s strength, potion of cure light wounds (2), potion of enlarge person, potion of inflict light wounds; Other Gear antitoxin (2), mwk artisan’s tools, mwk heavy flail, mwk light crossbow, mwk lucerne hammer, mwk steel lamellar armor (plus 200 gp worth of blacksmithing equipment and materials)

Proficiencies: All simple weapons, flail, lucerne hammer, light armors, medium armors, and shields (no tower)

Animate Object (Ex): At 4th level, an artisan may use his master craftsman class feature to craft animated objects as if he possessed the Craft Construct item creation feat. An animated object’s caster level equals its Hit Dice, and as usual, the artisan adds 5 to the crafting DC for each prerequisite spell he does not possess (animate object and permanency.) He does not, however, need to meet these spell’s minimum caster level in order to create animated objects.
The artisan may upgrade an animated object he already owns, increasing its Hit Dice for 500 gp per Die. An animated object may have as many construction points as the artisan desires, but with few exceptions (GMs discretion) they must be decided at creation, as adding construction points after creation usually involves completely rebuilding the object. No animated object can possess more Hit Dice than the artisan has ranks in his prerequisite Craft or Profession skill. The artisan may make basic modifications and repairs to his animated objects, but he cannot perform weapon modifications unless he possesses Craft Weapons and Armor, nor can he make complex modifications without the Craft Construct feat. A construct does not grow in size as it gains Hit Dice.
Note that while the artisan may create and augment animated objects without the Craft Construct feat, he must take the Craft Construct feat before he may improve his efficiency through his bonus creation feats.

Crafter’s Art [Weapons] (Ex): At 1st level, an artisan chooses a crafter’s art, representing his area of focus and expertise in his pursuit of enchanting. This focus could be working with a specific material like cloth or stone, or a type of object like weapons or mechanics. Not only can an artisan create enchantments faster when working within this specialty, but his expertise in blending material and magic grants him a number of advantages, both magical and mundane.
Whenever an artisan enchants an item that falls inside his crafter’s art, he may choose to double the cost of the raw materials in order to enchant the item in half the time. This stacks with every other method for decreasing the crafting time of a magic item. Weapons: Whenever you enchant a melee or ranged weapon, decrease the required time by 10%.

Weapon User (Ex): Choose 2 martial weapons (heavy flail, lucerne hammer). You gain proficiency with those weapons.

Craftsman Technique [Call Item] (Su): As a standard action, the artisan may call an item to his hand from within his line of sight at a distance of 100 feet + 10 feet per character level. This item must have been in the artisan’s possession for at least 1 day before he may use this ability, and he loses the ability to call an item if it has been out of his possession for more than 1 day.
If the item is in the possession of an unwilling creature, that creature may make a Reflex save (DC 10 + half artisan level + Int modifier) to prevent the object from being taken. An object in a creature’s hand is impossible to take unless the creature is willing to let it go.
Enhancement Pool (Ex): At 1st level, an artisan gains the ability to enhance his own and his allies’ equipment, via his enhancement pool. This pool is equal to half his artisan level plus his intelligence modifier, and refreshes once per day after 8 hours of rest.
At 1st level, an artisan can expend 1 point from his enhancement pool as a swift action to grant any weapon, shield or suit of armor within 30 ft a + 1 enhancement bonus for 1 minute. For every four levels beyond 1st, the item gains another + 1 enhancement bonus, to a maximum of + 5 at 17th level. These bonuses can be added to the item, stacking with existing enhancement to a maximum of + 5. Multiple uses of this ability do not stack with themselves.

Homunculus (Ex): At 4th level, an artisan gains a homunculus familiar. He does not need the Craft Construct feat, nor the prerequisite craft or profession skill, to create this homunculus. He simply needs to obtain the constructed body and perform the usual ritual (8 hours, 200 gp per artisan level) for gaining a familiar, plus the usual cost for animating a homunculus, (1000 gp). If the artisan possesses levels in another class that grants a familiar he may choose not to take a homunculus as his familiar, but an artisan will find certain class abilities only function with a homunculus.
The artisan may make basic modifications (except adding Hit Dice) to his homunculus familiar, as well as perform repairs, but he may not perform weapon modifications unless he possesses Craft Weapons and Armor, nor can he make complex modifications without the Craft Construct feat.

Magical Affinity (Ex): An artisan adds his class level as a competence bonus to any craft or profession check made to produce a magic item. He also adds half his artisan level as a competence bonus to his Use Magic Device skill (minimum 1.)

Magical Essence (Ex): An artisan gains a pool of magical essence every level, which he may use to aid in crafting magic items. Magical essence is measured in gp, and may be spent in place of gp to cover the raw material cost for creating magical items. No more than 50% of the cost of creating an item may be covered by magical essence; the rest must be covered by conventional means.
Whenever the artisan gains a level, his magical essence pool is lost and replaced by the new value associated with his level on Table: Artisan. If the artisan has any remaining magical essence, that magical essence does not carry over.

Magical Traps (Ex): At 3rd level, an artisan may disable magical traps, as if he had the trapfinding rogue class feature.

Master Craftsman (Ex): An artisan gains the Master Craftsman feat at 1st level. While he only gains the + 2 bonus to one craft or profession skill, an artisan may use his ranks in any relevant craft or profession skill as his caster level when crafting magic items or qualifying for item creation feats. An artisan may also qualify for and select any item creation feat, not just Craft Weapons and Armor and Craft Wondrous Item.
An artisan may create potions, spell completion items, magic device traps, or spell trigger items, even if he does not have access to the prerequisite spells. To do this, the artisan’s class level must equal or exceed the spell’s minimum caster level. If the artisan possesses levels in a spellcasting class, these levels stack for this purpose in regard to spells on that class’s spell list. An artisan still adds 5 to the DC to create the item for every prerequisite spell he does not have access to.

Eye for Magic (General Feat)

Prerequisite: Appraise (1 rank).
Benefit: You may use Appraise to determine the properties of a magical item, as if using the Spellcraft skill in conjunction with a detect magic spell. The DC for this check is 20 + the item’s caster level, or 15 + the item’s caster level if using the detect magic spell.


This homunculus looks like a mixture of a wingless gargoyle and a pit bull. It is carved from stone and enlivened with a pint of its creator’s blood, and unlike most other types of homunculus, is created specifically for combat. Crafting the stone body costs 50 gp.
Destruction: Whenever a homunculus is destroyed, its master takes 2d10 damage.

Size Small
AC 16, touch 13, flat-footed 14 ( + 2 Dex, + 1 size, + 3 natural armor)
HP 11 (2d10)
Defensive Abilities hardness 8
Speed 50 ft.
Melee 1 Bite + 5 (1d6 + 2), 2 Claws + 5 (1d4 + 2)
Space 5 ft.; Reach 5 ft.
Str 14, Dex 14, Con —, Int 8, Wis 10, Cha 7
Base Attack + 2; CMB + 3; CMD 15
Feats Power Attack
Skills Perception + 2
Languages Common (cannot speak); telepathic link

CL 7th; Construction Requirements Craft Construct, arcane eye, mirror image, mending; Skill Craft (Stonemasonry) or Craft (Sculptures) DC 14.

Animated Lamp Stand (x2)

Small Construct
Init + 1; Senses darkvision 60, low-light vision; Perception – 5

AC 16, touch 12, flat-footed 15 ( + 1 Dex, + 4 natural, + 1 size)
hp 21 (2d10 + 10)
Fort + 0, Ref + 1, Will – 5
Defensive Abilities hardness 5; Immune construct traits

Speed 20 ft.
Melee slam + 3 (1d3 + 1d6 fire)

Str 10, Dex 12, Con -, Int -, Wis 1, Cha 1
Base Atk + 2; CMB + 1; CMD 12
SQ 1 construction point (burn)

Burn (Ex, 1 Construction Point): The object gains burn (1d6) with its slam attacks. This can be applied multiple times. Its effects stack.


This dark-skinned human man is not from this world or this plane of existence, and he is a captive to the crime ring on Belem. Along with him, in the encounter he employs the use of his animated lamp stands, and he also owns a tiny homunculus which he has created as a companion for himself. Brutus (Homunculus) is his constructed companion, and Flicker & Sticks (animated Medium lamp stands) are his constructed defenders.

Although he is located with the crime ring leadership on Belem, Vestahl is a captive, and an unwilling participant in the defense of the site and its leaders.

Vestahl Mentu has dark brown skin like a Garundi, with thick brows and cheeks, and thin squinting eyes. He has several scars on prominent features, including a few small scars and burns on his face, and seems to have minimal facial hair (eyebrows and eye lashes only), or any significant hair on his head or body. He sweats a lot, and seems to be un-acclimated to this weather. He tends to pay special attention to children, and often speaks and acts as though he comes from a very poor background or social class. He tends to talk to himself in Dwarven (usually while he is working or deep in thought), since he was raised by adoptive dwarven parents. He is very protective over Brutus, and tends to squint, make noises, and otherwise conspicuously sympathize with his constructed or animated objects when they are hurt or damaged, and he tends to their repairs as though they were living children or pets, talking to them as he mends their bends, nicks and chips.

Vestahl Mentu is from another reality, a parallel Material Plane world on a different planet in this universe, where all of reality is currently in danger of a prophesied ritual of devastation and complete annihilation of all things, and which all indications seem to point to the very real possibility of this event occurring soon. Raised by dwarves in a tribal mountain village called Irrundanil, on the northwestern edge of the Ganye Plains, Vestahl was brought up to value justice, honor, peace, and confidence, and taught the methods of dwarven blacksmithing after failing miserably as an alchemy lab assistant. He wishes only to continue on his mission to the Temple of Amaditi-teratsu, to speak with the leadership there in order to complete his mission by the clergy of his own realm, and to return to his home world. He has many secrets regarding the nature of the terrible interplanar event about to take place in his own reality, and how it could happen here, but this information needs to remain secret until he can share it with the temple complex leadership, to whom it was meant to be entrusted. This mission to Minata was begun in Vudra on Golarion, and is at least partially Vudrani-affiliated in nature. Vestahl has spent significant time at the site (Hidden Grotto / Well of Steadfast Resolve), and can help others map its construction, note details of the site, or otherwise assist with map-making, sketching, or providing conceptual analysis of the site or its features; he can do this using his own specified Craft skills, since he has extensive practice making conceptual sketches of sculptures and other works before actually constructing the items.

LG male extraplanar human artisan 4 (non-core, third-party rules) – stats provided in the adventure material.

Vestahl Mentu

Return of the Annunaki xidoraven