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Banijer Greely

This creature's description may contain spoilers. Click to revealBanijer was born and raised in Maiserene. As a child, he was precocious and willful, spending much of his youth avoiding his lessons and insulting mentor after mentor until, finally, he'd exhausted all goodwill and opportunities for apprenticeship and education in the village. He has the dubious honor of being the first of Maiserene's native locals to serve prison time in the castle's dungeon after he was caught in an ill-advised caper involving smuggling goods. His “partner” in the escapade, the castle's own apothecary, Junth Rundel, betrayed him and sold him out to cover up his own criminal activities. Bitter and disillusioned after being released from prison several months later, Banijer left his home and spent the next several years of his life traveling Ustalav.

This time away from home was precisely what Banijer needed to find himself. During these years, he had more than a dozen serious (and not-so-serious) flings with men and women alike, but then he met and fell in love with the woman who would become his wife. When she became pregnant, the two decided to return to Maiserene to live a simpler life than the traveling merchant role Banijer had grown into. Upon his return, Banijer was overcome with waves of guilt and nostalgia as, for the first time, he understood the close-knit support and companionship he'd grown up among but had never appreciated.

Over the next 10 years, Banijer did his best to atone for his rebellious youth. His family grew, and he took over the duties of his family's farm on the east shore of the isle. When the first man he'd apprenticed to died of old age, Banijer was shocked to learn the man had left him the village trading post in his will. Since that day, up until the night of the curse, Banijer spent every day working to bolster the town's prosperity while seeing to it his children were raised with an appreciation for their home.

Banijer is a middle-aged human man with salt and pepper hair, a wiry frame, and a quirky style that heavily features mismatched colors. He's eager to laugh and joke, but when he's alone, his thoughts turn morose, and his expression takes on a haunted visage. On the night of the curse, Banijer raced back to the farmhouse where his family was hiding, then sacrificed himself in a desperate attempt to lure the monsters away from the home. Yet his death was only the start of his agony. His ultimate fate was perhaps the most tragic of all six of the town's leaders, as Charg seized upon his childhood disdain for local life and forced him to watch from inside the monster the curse had turned him into as it slaughtered his family. Banijer remembers this with shame and a quiet fury but never speaks of it aloud.

Campaign Role

Banijer's role in the campaign is simple—as the local trader, his influence and presence gives the PCs someone they can sell items to and purchase items from. He can also offer spellcasting services for standard prices. He's always eager to talk about any treasures the PCs find while exploring, and once both he and Aron Mordimus physically manifest, the two swiftly rekindle their old friendship. This friendship eventually blossoms into a full-fledged romance after Aron helps Banijer come to terms with the cruelty he endured when his family perished.

Side Quest

Once the PCs unlock the castle grounds, Banijer tells them of the time he was put in prison and provides them with a rough sketch of areas E1–E4 and E6–E7 of the castle dungeon, should they ever find themselves down there (of course, Banijer isn't aware of the current dangers in these areas). As he gives them the map, he pauses, then notes that as he tried to evade capture that fateful night, he lost the silver sickle his father had given him. At the time, he didn't really care about it, but now he misses the sickle; he tells the PCs that if they find themselves down in the dungeon, “that two-faced Junth” likely found it and claimed it as his own. If the PCs find it and return it to him, he's not only grateful, but the gratitude draws upon ambient ectoplasm to transform the sickle into a +1 striking extending silver sickle .Shocked, Banijer offers the sickle to the PCs as a reward. If they refuse, he's grateful and thereafter provides his spellcasting services to them at no cost.

Reward: Grant the PCs 40 XP for completing this side quest.

Elite | Normal | Weak
Proficiency without Level

Elite Banijer GreelyCreature 6

Unique Medium Ethereal Incorporeal Phantom Spirit 
Source Pathfinder #224: Bastion of Blasphemies pg. 255
Elite Changes are marked. The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.
Recall Knowledge DC 22 (32 if Unique applies) • Ethereal (Occultism), Spirit (Occultism)
Variant male phantom
Perception +16; darkvision
Languages Common
Skills Deception +15, Diplomacy +13, Nature +16
Str -5, Dex +2, Con +2, Int +4, Wis +5, Cha +4
Bound to Bastardhall Unlike the typical phantom, Banijer exists fully in the Ethereal Plane and cannot shift back and forth between this plane and the Universe.
AC 21; Fort +13, Ref +11, Will +16; –1 status penalty to all saves vs. death effects
HP 72; Immunities bleed, disease, paralyzed, poison, precision; Resistances all damage 5 (except force, ghost touch, or spirit; double resistance vs. non-magical)
Bound Even in Death As phantom, but if Banijer is reduced to 0 Hit Points by any means, his soul does not return to the River of Souls. Instead, his soul is drawn into the soul vortex in the vault under Bastardhall (area I).Physical Manifestation Upon reaching rank 1, Banijer manifests a semi-physical body. He loses the incorporeal trait, his immunities and resistances, and his fly Speed, and gains a land Speed of 25 feet. He has a Strength modifier of +1, an Athletics modifier of +9, an AC of 21, 73 HP, and primal innate spells. His other statistics do not change.
Speed fly 25 feet
Melee [one-action] phantom sickle +14 [+10/+6] (agile, finesse, magical, trip), Damage 2d4+2+4 slashingPrimal Innate Spells DC 24, attack +16 (+4 dmg); 3rd cleanse affliction, heal; 2nd cleanse affliction, heal, sure footing; 1st cleanse cuisine, heal, mending; Cantrips (3rd) caustic blast, detect magic, light, read aura, tangle vine
Phantom Touch (spirit) Each time they make a Strike, a phantom can choose to deal spirit damage instead of the normal physical damage type.Spellcasting Once Banijer is rank 1 and has a physical body, he gains the following primal innate spells. As his rank increases, his primal spell DC and spell attack modifier increase, and he gains additional innate spells.
Rank 2 DC 26, attack +18; 4th cleanse affliction; 3rd water breathing. His cantrips are heightened to 4th rank.
Rank 3 DC 28, attack +20; 5th sure footing; 4th heal. His cantrips are heightened to 5th rank.

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