n medium human humanoid
Perception +6
Languages Common
Skills Alcohol Lore +9, Athletics +6, Deception +6, Diplomacy +8, Performance +6, Society +5, Thievery +3
Str +3
Dex +0
Con +2
Int +0
Wis +1
Cha +3
Items barkeep's apron (functions as padded armor), flask of whiskey, pewter mug, sap
AC 14; Fort +7, Ref +3, Will +6
HP 25
Speed 25 feet
Melee [>] sap +6 (agile, nonlethal), Damage 1d6+3 bludgeoning
Melee [>] fist +6 (agile, nonlethal), Damage 1d4+3 bludgeoning
Ranged [>] pewter mug +3 (thrown 10 feet), Damage 1d4+3 bludgeoning
Bar Brawler
The barkeep has been in enough bar fights to know how to throw a few punches. When fighting in their bar and making a nonlethal attack, the barkeep gains a +1 circumstance bonus to attack rolls and deals an additional 1d4 damage.
Barkeep's Advice
[>>>]
(auditory, fortune, linguistic, mental)
Frequency once per day;
Effect
The barkeep gives some pertinent advice to a single creature other than themself. For 24 hours, when that creature fails a skill check or saving throw, they can recall this advice and reroll the check, using the second result instead. Once that creature uses this ability, its effect ends. A creature that receives the Barkeep's Advice is temporarily immune to the ability for 1 month.
Gamemastery Guide, page 238.