Initiative +7; Speed 30 ft. (6 sq.); CR 1/2; HP (8)/8; Conditions Senses Perception +5
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DEFENSE
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AC 16, touch 13, flat-footed 13. . (+3 armor, +3 Dex)
Fort +0, Ref +5, Will +1
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OFFENSE
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Melee Dagger +2 (1d4+2/19-20/x2) and
. . Rapier +2 (1d6+2/18-20/x2) and
. . Unarmed Strike +2 (1d3+2/20/x2)
Ranged Crossbow, Heavy +3 (1d10/19-20/x2)
Special Attacks Sneak Attack +1d6
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STATISTICS
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Str +2, Dex +3, Con 0, Int +2, Wis +1, Cha +2
Skills Acrobatics +7, Bluff +6, Climb +6, Diplomacy +6, Disable Device +8, Knowledge (Dungeoneering) +6, Knowledge (Local) +6, Perception +5, Sense Motive +5, Stealth +7, Swim +6
Feats Improved Initiative, Rapid Reload: Crossbow, Heavy
Equipment Adventurer's Kit (3/5 Days of Trail Rations and 9/10 Torches), Crossbow Bolts (20), Heavy Crossbow, Crowbar, Dagger, Flint and Steel, Rapier, Studded Leather, Thieves' Tools.
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SPECIAL ABILITIES
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Rapid Reload: Crossbow, Heavy You can reload fast with one type of Crossbow.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Trapfinding +1 +1 to find or disable traps.
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Rayalai. Ray for short has medium length dark brown hair, his fringe is seeps down to just above his strikingly bright green eyes. Thick bristles of hair line his cheeks and jaw and yet despite his youth, specks of grey can already be seen littering the stubble.
He stretches in his darkened leather armour, the muscles in his shoulders and arms clench as he deftly swings his Rapier Sword. The blade swings silently through the air and you know that he could kill you in a heartbeat.
He stops moving and you can see a large crossbow and bolts strapped to a backpack as well as a dagger concealed at the base of his spine.
Navaris:
Navaris (Neutral Good) - Is a tall, athletic, black haired, pretty green eyed woman who wears Scalemail / Shield and wields a Longsword. Appearance (Image) XP: 640
Initiative +5; Speed 30/20 ft. (6/4 sq.); CR 1/2; HP (6)/13
Senses Perception -1
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DEFENSE
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AC 17, touch 11, flat-footed 16. . (+5 armor, +1 shield, +1 Dex)
Fort +5, Ref +1, Will +1
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OFFENSE
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Melee Dagger +3 (1d4+2/19-20/x2) and
. . Longsword +3 (1d8+2/19-20/x2) and
. . Unarmed Strike +3 (1d3+2/20/x2)
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STATISTICS
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Str +2, Dex +1, Con +3, Int 0, Wis -1, Cha +2
Skills Diplomacy +3, Knowledge (Dungeoneering) +4, Sense Motive +0
Feats Cleave, Improved Initiative, Power Attack -1/+2
Equipment Adventurer's Kit, Backpack, Bedroll, Belt Pouch, Caltrops (2), Chalk, Dagger, Flint and Steel, Grappling hook, Longsword, Rope, Sack (empty), Scale Mail, Shield, Light Steel, Torch (10), Trail Rations (3/5), Waterskin
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SPECIAL ABILITIES
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Cleave If you hit your first target, attack an adjacent target at the same attack bonus in exchange for -2 AC.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
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100xp - Giant Centipede
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
* Currently, per Pathfinder Beginner Box: Hero's Handbook with the following exceptions
* Human Race ONLY. Cultural options MAY be considered if discussed with, and cleared by, the GM.
House Rules:
* Humans Only. See Character Creation.
* Critical Hit Threats need not be confirmed, one roll is sufficient.
* At the start of the game, you have ONE free +1 to any attack roll. Once used, it is gone and an additional house rule will be presented.
=============
Kingdom Building
=============
House Rules:
* See Population for new population formula.
* Magic Item Building Limit Only one of each type may be built in a city, and only on building in a District (see City Building below)
Exploration:
* Each Exploration Map hex equals 12.5 miles
* Traveling and Exploration times vary. Traveling from one hex to the next is much quicker than Exploration of a hex. Exploration take into account that you are 'clearing' and 'mapping' the hex for kingdom development or searching for a specific location within a hex.
* Exploring a Hex is worth 100xp.
* Exploration Steps
1. Choose hex and enter it.
2. Random Encounter?
3. Landmark Site?
4. Exploration of hex.
5. Standard Site?
6. Hidden Site?
Kingdom Basics:
* Alignment: All kingdoms must have an alignment ranging from Chaotic Good to Lawful Evil.
* Size: The size of your kingdom is based on the number of adjoining hexes that are explored and claimed for the kingdom.
* Control DC: Control DC is 20 + its size and is the target number for Stability, Economy, and Loyalty checks.
* Population: A kingdom's population is equal to 250 times its size plus the total population of each of its towns. The population of a town is 25 times the sum of its Economy, Loyalty, Stability and Defense modifiers.
* Stability, Economy, and Loyalty: Equate to saving throws for the kingdom and are used as modifiers toward rolls usually against Control, and start at zero.
* Unrest: Is the kingdoms value that indicates the rebellion of the people and is a penalty to all Stability, Economy, and Loyalty rolls. An Unrest of ten or more cause the kingdom to start falling apart.
* Treasury: Build Points (BP) is used to represent money, favors, resources, and power. They are spent to maintain and expand the kingdom.
* Consumption: Represents your kingdom's cost, in BPs, to maintain and must be paid each Kingdom Turn (one month).
* Leadership: All kingdoms must be governed. Depending on who holds a position, their associated Attribute modifier, modifies that Stability, Economy, or Loyalty check.
Ruler: Depending on size, the ruler uses their CHA, to modify one, two, or all: Stability, Economy, or Loyalty Checks.
Councilor: WIS or CHA modifies Loyalty (+1 Unrest penalty for vacancy)
General: STR or CHA modifies Stability (-4 to Stability vacancy)
Grand Diplomat: INT or CHA modifies Stability (-2 Stability vacancy & no Promotion Edicts)
High Priest: WIS or CHA modifies Stability (-2 Stability & Loyalty, +1 Unrest vacancy)
Magister: INT or CHA modifies Economy (-4 Economy vacancy)
Marshal: STR or CON modifies Loyalty (-4 Loyalty, -2 Stability)
Royal Assassin: STR or DEX modifies Loyalty and -1 Unrest (no pen vacancy)
Spymaster: INT or DEX modifies Stability, Economy, OR Loyalty (-4 Economy & +1 Unrest if vacant)
Treasurer: WIS or INT modifies Economy (-4 Economy and no Taxes)
Warden: WIS or DEX modifies Economy (-4 Economy for vacancy)
* Special Resources: Bridges, Buildings, Lairs, Landmarks, Forests, Rivers/Roads, Ruins, Towns, and Natural Resources in Explored and claimed hexes can affect Stability, Economy, and Loyalty.
* Kingdom Turn is a month in game and has four phases; Upkeep, Improvement, Income, and Event phases.
Upkeep: Determine Stability, Pay Consumption, Fill Vacant Magic Item Slots, Unrest.
Improvement: Select Leaders, Claim Hexes, Establish / Improve Cities, Build Roads, Develop Open Space, Declare Edicts.
Income: Deposits, Withdrawals, Sell Valuables, Income by Taxes.
Event: Determine random Events.