About Flaith AredhelData:
Name: Flaith Mênan Race: Human Job: Courtier Age: 23 Alignment: CG Personality: Likes: Politness, Dislikes: Impolitness, Spicy food, Leering Men Favorite foods: Hobbies: doing pranks, cooking Physical Description: Long blond hair, Emerald eyes, petite, milk white skin. Usually dressed in very fine leathers, dyed in red. Deity: Desna Languages: Common, Sylvan, Celestial, dwarf 15 point buy for stats
Combat:
Hit Points: 53 / 53 (7d6+21Con+3FCB) Init: +6 --------------------------------------------------- X-Bow +4, 1d8, 19-20 X2, P, Tanto (Dagger) 0, 1d4-1, 19-20x2, P/S --------------------------------------------------- Attack: Melee: 2 = 3(base) + -1(STR); Range: 5 = 3(base) + 2(DEX); CMB: 2 = 3(base) + -1(STR); CMD: 14 = 10 + 3(base) + -1(STR) + 2(DEX)+1Defl; --------------------------------------------------- AC: AC: 15 = 10 + 2(Armour) + 0(Shield) +2(Dex) +1Defl; Touch: 13 = 10 + 2(Dex) +1Defl; Flat: 13 = 10 + 2(Armour) + 0(Shield) +1Defl; --------------------------------------------------- Saves: Fort: 5 = 2(base) + 2(CON) +1R; Ref: 6 = 2(base) + 3(DEX) +1R ; Will: 6 = 5(base) + 0(WIS) +1R; Human:
+2 to One Ability Score: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature. Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size. Normal Speed: Humans have a base speed of 30 feet. Bonus Feat: Humans select one extra feat at 1st level. Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). Tattood Sorcerer:
Imperious Bloodline: Prof: Armour: none Shield: none Weapons: Simple Cantrips: Sorcerers learn a number of cantrips, or 0-level spells, as noted on Table: Sorcerer Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again. Spells: A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list presented in Spell Lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer's spell is 10 + the spell level + the sorcerer's Charisma modifier. Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Sorcerer. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). A sorcerer's selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new sorcerer level, she gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by her Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of through study. Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one she already knows. In effect, the sorcerer loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. Unlike a wizard or a cleric, a sorcerer need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. Arcana
Feats, Traits,Skills:
Feats: [S]*Alertness, [S]Varisian Tattoo (Transmutation) Select a school of magic (Transmutation) in which you have Spell Focus—you cast spells from this school at +1 caster level. Additionally, you gain a single spell-like ability usable up to three times per day. The spell-like ability gained (and its Varisian name) are as follows: (avaria): mage hand [1]Extra Traits] [H]Improved Iniative [3]Craft wonderous item [5]Empower Spell [7]Improved Familiar [F]Leadership (Score 13 for Cohort, 16 for Follower) --------------------------------------------------- Traits: Extremly Fashionable You really know how to make a good impression when you’re dressed well. Whenever you are wearing clothing and/or jewelry worth at least 150 gp (and not otherwise covered in gore, sewage, or other things that mar your overall look), you gain a +1 trait bonus on Bluff, Diplomacy, and Intimidate checks. One of these skills (Diplomacy) is a class skill for you. Noble Born Medyved Seeker +1 to Perception and Perception is a CS Natural born Leader: All cohorts, followers, or summoned creatures under your leadership gain a +1 morale bonus on Will saves to avoid mind-affecting effects. If you ever take the Leadershipfeat, you gain a +1 trait bonus to your Leadership score. --------------------------------------------------- Skills Sorcerer 2 +INT +1H +2 BS= 5 * 7 = 35 (14 BS) ACP = -0 //Armour Check Penalty Acrobatics: 4 = 0 + DEX Mod + 2(racial) - ACP; *Appraise: 4 = 1 + INT Mod + 3; *Bluff: 12 = 1 + CHA Mod + 3 + 1trait+2Comp; Climb: -1 = 0 + STR Mod + 0 -ACP; *Craft(Embroidery): 6 = 3 + INT Mod + 3; *Diplomacy: 19 = 7 + CHA Mod + 3 + 1Trait+2 Comp; Disable Device: NA = NA + DEX Mod + 0 -ACP; *Disguise: 8 = 0 + CHA Mod + 0+2Comp; Escape Artist: 2 = 0 + DEX Mod + 0 -ACP; Handle Animal: 8 = 0 + CHA Mod + 0+2Comp; Heal: 0 = 0 + WIS Mod + 0; *Intimidate: 13 = 1 + CHA Mod + 1 Trait+2Comp; *Know(Arcane): 0 = 0 + INT Mod + 3; Know(Dung): 0 = 0 + INT Mod + 0; Know(Engin): 1 = 1 + INT Mod + 0; Know(Geo): 1 = 1 + INT Mod + 0; Know(Hist): 1 = 1 + INT Mod + 0; Know(Local): 0 = 0 + INT Mod + 0; Know(Nature): 0 = 0 + INT Mod + 0; Know(Noble): 2 = 2 + INT Mod + 0; Know(Planes): 0 = 0 + INT Mod + 0; Know(Religion): 0 = 0 + INT Mod + 0; Linguistics: 2 = 2 + INT Mod + 0; Perception: 12 = 7 + WIS MOD +3 + 2; Perform(Oratory) 14 = 3 +CHA MOD +0 Ride: 2 = 0 + DEX Mod + 0 -ACP; Sense Motive: 2 = 0 + WIS Mod +0 + 2; Sleight of Hand: NA = NA + DEX Mod + 0 -ACP; *Spell Craft: 4 = 1 + INT Mod + 3; Stealth: 2 = 0 + DEX Mod + 0; Survival: 0 = 0 + WIS Mod + 0; Swim: -1 = 0 + STR Mod + 0 -ACP; *Use Magical Device: 15 = 4 + Cha Mod +3 +2comp Spells:
DC = 10 + CHA + Level Sorcerer: Level-0: Unlimited use Spells Known: Level-0: (5) Acid splash Detect Magic Ghost Sound Mage Mending Open Close Prestitigation Level-1: Known (5+1BL+2FCB) Spells per Day: 6 + 2 (CHA) Silent Image Mage Armor Magic Missle Grease Mount Moment of Greatness Enlarge Person Crafter´s Fortune Level-2: Known (5+1BL+2FCB) Spells per Day: 6 + 1 (CHA) Glitterdust Bull´s Strength False Life Invisibility Eagle´s Splendor Blur Level-3: Known (2+1BL) Spells per Day: 4 + 1 (CHA) Fireball Summon Monster 3 Heroism Equipment:
Starting captial 23.000gp Flaith 18000 Festung: 1500 Followers 2000 Weapons: (2gp) Dagger 1 (2gp) --Weight: 1 Armour: Silken ceremonial armor+1 lesser Fortification: (4180gp) --Weight: 4 Headband of Charisma +4 8000 Belt of Constitution +2 2000 Circlet of Persuasion (lesser) 1000 Cloak of Resistance +1 500 Ring of Protection +1 2000 Scrolls 100gp Comprehend languages x2 Grease Cure light wounds Potions: ClW Misc: Adventure Gear: (25gp, 2sp, 7cp ) MW Sorcerer Robes(120gp) made of green Silks and with gold stitchings Back Pack 2 (2) Bed roll 5 (0,1) Candle * 5 (0,05) Chalk * 10 (0,1) Flint and Steel (1) Mess Kit 1 (2) Mirror 1/2 (10) Pouch, Belt 1/2 (1) Sewing Needle *2 (1) Spell Component Pouch 2 (5) Tea, ceremonial 1 (1) Leather flask 4 (1) Acid Flask 4 Casks of Bonifacius best Brew Explorers Outfit free --Weight: 18 Special Substances and items: --Weight: (8)
--Weight: Cash:
Appearance:
Height: 4' 7" Weight: 95 lbs Hair: Honey blond Eyes: Emerald Green Skin: Cream Physical Description You see a petite girl entering gracefully into the room. Her lustrous honey blond hair is done in a highly complicated knot, held in place by mithril mesh hairband. Her creamy skin suggests a live without hardship, supported by the softness of her hands. But the one thing that is even more noticeable are her beautiful emerald eyes full of compassion. Explorer's Outfit She is wearing a long supple cloak of soft osirion linen, fastened around her neck with a bronze crest of house Mênon, over a long red linen blouse and a pocketed leather vest with bronze buttons. A jade amulet depicting a butterfly is suspended from a leather thong over her breasts. Her red reinforced pants are tucked into waterproofed leather boots which reach up to mid-calf. Riding low on her hips is a braided belt weighted on the left side by a simple dagger and on the right side by a belt pouch and a water flask. Mellorn:
Azata, LyrakienFamiliar CG Tiny outsider (azata, chaotic, extraplanar, good) Init +8; Senses darkvision 60 ft., detect evil, detect magic, low-light vision; Perception +9 Defense AC 16, touch 16, flat-footed 12 (+4 Dex, +2 size) hp 19 (3d10+3) Fort +2, Ref +7, Will +6 DR 5/evil; Immune electricity, petrification; Resist cold 10, fire 10 Offense Speed 30 ft., fly 80 ft. (perfect) Melee slam +2 (1d2–3) Space 2-1/2 ft., Reach 0 ft. Special Attacks starlight blast Spell-Like Abilities (CL 3rd; concentration +8) Constant—detect evil, detect magic, freedom of movement At will—dancing lights, daze (DC 15), summon instrument, ventriloquism (DC 16) 1/day—cure light wounds, lesser confusion (DC 16), silent image (DC 16) 1/week—commune (6 questions, CL 12th) Statistics Str 5, Dex 19, Con 12, Int 14, Wis 17, Cha 20 Base Atk +3; CMB +5; CMD 12 Feats Agile Maneuvers, Improved Initiative Skills Acrobatics +10, Bluff +11, Diplomacy +11, Fly +16, Knowledge (any one) +8, Perception +9, Perform (any one) +11, Spellcraft +5, Stealth +18 Languages Celestial, Draconic, Infernal; truespeech SQ traveler’s friend Ecology Environment any (Elysium) Organization solitary, band (2–5), or company (6–24) Treasure none Special Abilities Starlight Blast (Su) As a standard action once every 1d4 rounds, a lyrakien can tap into the divine power of Elysium, unleashing a blast of holy starlight in a 5-foot burst. All creatures in this area take 1d4 points of holy damage, plus 1 point for each step their alignment deviates from chaotic good. For example, a chaotic neutral or neutral good creature would take 1d4+1 points of damage, a neutral creature would take 1d4+2 points of damage, and a lawful evil creature would take 1d4+4 points of damage. A DC 12 Reflex save negates this damage. Chaotic good creatures are unaffected by this ability. The save DC is Constitution-based. Traveler’s Friend (Su) The performances and company of a lyrakien ease the burden of travel. Once per day, a creature may spend a minute listening to a lyrakien’s performance—doing so removes the effects of exhaustion and fatigue from the listener.
Alertness (Ex):
Improved Evasion (Ex):
Share Spells:
Empathic Link (Su):
Deliver Touch Spells (Su):
Speak with Master (Ex):
Backstory:
Flaith was born to the younger brother of Lord Mathan Medvyed Phelan Medvyed, the castellan of Stoneclimb, the fortress from where House Medvyed lives and rules. Phelan Medvyed is a competent man, a good caretaker and utterly loyal to his older brother. But Lord Mathan is also a good lord and a man able to install loyalty in his subjects with just rule and respect to those beneath him. Flaith was always a little special, not with the typical auburn brown hairs of her clansmen, but the golden hair of her mother Demetra, a varisian priestess of Desna. While not the most clever, or strong or wise, she had an easy smile and friendly attitude that made her well – loved with her family. Even Lord Mathan was not spared by her charm and she would often sit close to his feet and listen to his words, often refilling his cup with watered down ale or bringing him his favourite pipe.
As she grew older, she was allowed to join her father on his travels to New Stetven or Restov and after a very short while she took over the bargaining, a task her father was somehow to honest. Within two years the fortunes of house Medvyed improved noticeably and her father stated that his youngest daughter was the better spokesman. Her mother had given her the varisian haggle gen and it showed. Dressed in fine clothing, she was allowed to join the royal court and while lacking the shrewdness of some of the other courtiers she still managed to keep House Medvyed from being cornered. During the time at the court she had a heated affair with a certain Swordlord, but the duties of the court demanded that she would marry another husband. Lord Mênan, a powerful and well-connected banner man of House Rogarvia. Her husband was a vain and brutal man, more interested in ale and young men and after the first two weeks never touched her. But her cronies would try, and would have done so, if not for her magic, a magic she developed to defend herself and send those that would not understand no for an answer fleeing. Still duty demands and Flaith endured. Her friend and familiar Beaky, a thrush she could hide as a tattoo on her back was her only friend and confidant. In those dark years, singing to his mistress and often taking care to keep her informed and well fed.
Festung would soon be her most loyal follower, utterly devoted to her and a bastion the cronies of her husband would bash their heads in. In two cases literally. In little time the Mênon lands were again well tended and providing income and Flaith used the lessons learned from her uncle.
Festung:
Festung Male Dwarfen Honor Guard (Cavalier) 5 Order of the Guard. Str 14 Dex 10 Con 18 (+1 level 5) Int 10 Wis 14 Cha 09 Cavalier: Weapon and Armor Proficiency: Cavaliers are proficient with all simple and martial weapons, with all types of armor (heavy, light, and medium) and with shields (except tower shields). Challenge (Ex): Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier’s melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier’s level. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level. Challenging a foe requires much of the cavalier’s concentration. The cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge. The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier’s challenge also includes another effect which is listed in the section describing the cavalier’s order. Sworn Defense (Ex): At 1st level, whenever an honor guard issues a challenge, he can select one ally as his ward for the duration of the challenge. Whenever the honor guard is adjacent to his ward, he takes a –1 penalty to Armor Class, and the ward receives a +1 dodge bonus to AC. This modifies the challenge ability Mount (Ex): A cavalier gains the service of a loyal and trusty steed to carry him into battle. This mount functions as a druid’s animal companion, using the cavalier’s level as his effective druid level. The creature must be one that he is capable of riding and is suitable as a mount. This mount may come from the following list: Medium Cavaliers: Camel, Horse, Zebra
A cavalier’s bond with his mount is strong, with the pair learning to anticipate each other’s moods and moves. Should a cavalier’s mount die, the cavalier may find another mount to serve him after 1 week of mourning. This new mount does not gain the link, evasion, devotion, or improved evasion special abilities until the next time the cavalier gains a level. Order (Ex):
A cavalier cannot change his order without undertaking a lengthy process to dedicate himself to a new cause. When this choice is made, he immediately loses all of the benefits from his old order. He must then follow the edicts of his new order for one entire level without gaining any benefits from that order. Once accomplished, he gains all of the bonuses from his new order. Challenge: At the start of each day, an order of the guard cavalier must declare a person or object (including an easily defined group of objects, such as a series of chests or a collection of books) that he is dedicated to protecting that day, typically the subject he has been hired to protect; the selected item is known as the cavalier’s ward. Whenever the cavalier issues a challenge, he receives a +1 morale bonus to AC against the target of his challenge so long as the cavalier is physically located between his ward and the target. This bonus increases by 1 for every 4 levels the cavalier possesses. Skills:
Order Abilities:
Prepared for the Journey (Ex):
Tactician (Ex):
Intercept (Ex): At 3rd level, an honor guard learns to better disrupt the attacks of his enemies. He gains Bodyguard (Advanced Player’s Guide 151) as a bonus feat, even if he does not meet the prerequisite. In addition, whenever the honor guard uses the aid another action to increase an ally’s Armor Class, the bonus to Armor Class granted by the aid another action increases by +1. This ability replaces cavalier’s charge. Banner (Ex): At 5th level, a cavalier’s banner becomes a symbol of inspiration to his allies and companions. As long as the cavalier’s banner is clearly visible, all allies within 60 feet receive a +2 morale bonus on saving throws against fear and a +1 morale bonus on attack rolls made as part of a charge. At 10th level, and every five levels thereafter, these bonuses increase by +1. The banner must be at least Small or larger and must be carried or displayed by the cavalier or his mount to function.
Traits:
Equipment MW Dwarven Waraxe, Halfplate, darkwood heavy shield, Potion of Cure light wounds, Potion of Enlarge Person 1200gp
Followers:
************************************ Vicar Sigrun Strongoak Dwarven cleric 3 of Desna CG Medium humanoid (human) Init –1; Senses Perception +2 DEFENSE AC 13, touch 9, flat-footed 13 (+4 armor, –1 Dex) hp 16 (3d8+3) Fort +4, Ref +0, Will +5 OFFENSE Speed 30 ft. Melee mwk quarterstaff +4 (1d6+1) Special Attacks channel negative energy 5/day (DC 13, 2d6) Domain Spell-Like Abilities (CL 3rd; concentration +5) 5/day—calming touch, storm burst Spells Prepared (CL 3rd; concentration +5) 2nd—cure moderate wounds, fog cloudD, hold person (DC 15) 1st—blessD, command (DC 14), doom, sanctuary (DC 13) 0 (at will)—create water, guidance, light, purify food and drink D Domain spell; Domains Community, Weather STATISTICS Str 12, Dex 8, Con 12, Int 13, Wis 15, Cha 14 Base Atk +2; CMB +3; CMD 12 Feats Persuasive, Scribe Scroll, Spell Focus (enchantment) Skills Diplomacy +10, Intimidate +6, Knowledge (religion) +6, Linguistics +6, Perform (sing) +4, Sense Motive +8, Spellcraft +5 Languages Common, Polyglot, Terran, +1 additional SQ aura Combat Gear scroll of cure light wounds; Other Gear +1 studded leather, masterwork quarterstaff, idol ************************************ Weapon Master Asgar Arnlaug Human fighter 2 CG Medium humanoid Init +5; Senses Perception +4 DEFENSE AC 19, touch 11, flat-footed 18 (+7 armor, +1 Dex, +1 shield) hp 16 (2d10+5) Fort +5, Ref +1, Will +1; +1 vs. fear Defensive Abilities bravery +1 OFFENSE Speed 20 ft. Melee lance +5 (1d8+3/x3) or longsword +5 (1d8+3/19–20) or kukri +5 (1d4+3/18–20) Ranged heavy crossbow +3 (1d10/19–20) STATISTICS Str 17, Dex 13, Con 14, Int 10, Wis 12, Cha 8 Base Atk +2; CMB +5; CMD 16 Feats Alertness, Animal Affinity, Improved Initiative, Rapid Reload Skills Handle Animal +5, Intimidate +3, Perception +4, Profession (drover) +5, Ride +1, Sense Motive +3, Survival +5 Languages Common Gear banded mail, buckler, heavy crossbow with 10 bolts, kukri, lance, longsword, light horse (combat trained) with saddle, 1 gp ************************************ Maester Bonifacius Strongoak Middle-Aged Dwarf Alchemist 2 CG medium humanoid (dwarf) Init+1; Senses low-light vision; Perception +8 DEFENSE AC 15, touch 12, flat-footed 14 (+3 armor, +1 Dex, +1 size); +4 dodge vs. giants hp 29 (4d8+8) Fort +6, Ref +5, Will +2; +2 vs. illusions, +2 vs. poison OFFENSE Speed 20 ft. Melee punching dagger +2 (1d3–1/×3) Ranged mwk light crossbow +3 (1d6/19–20) Special Attacks +1 on attack rolls against goblinoid and orcs humanoids, bomb 7/day (1d6+3 fire, DC 15) Alchemist Extracts Prepared (CL 2th) 1st—comprehend languages, disguise self, shield, true strike STATISTICS Str 11, Dex 12, Con 15, Int 17, Wis 11, Cha 09 Base Atk +3; CMB +1; CMD 12 Feats Brew Potion, Brewmaster, Throw Anything Skills Craft (alchemy) +10, Skills Craft (Brewing) +10, Knowledge (arcana) +8, Knowledge (dungeoneering) +4, Knowledge (engineering) +4, Knowledge (geography) +4, Knowledge (history) +4, Knowledge (local) +4, Knowledge (nature) +10, Knowledge (nobility) +4, Knowledge (planes) +4, Knowledge (religion) +4, Perception +6, Languages Celestial, Common, Elven, Dwarf, Halfling, Sylvan; SQ alchemy (alchemy crafting +2, identify potions), mutagen (+4/–2, +2 natural, 40 minutes), poison use, swift alchemy Combat Gear potion of cure moderate wounds, potion of invisibility, wand of polypurpose panacea (17 charges), acid (2), thunderstone (3); Other Gear +1 leather armor, masterwork light crossbow with 10 bolts, punching dagger, dull gray ioun stone, alchemy lab, formula book (contains all prepared extracts as well as the following: 1st—cure light wounds, endure elements, enlarge person, jump), sunrods (2), 8 gp ************************************ The Cadby BrothersThe oldest Magnus. identical triplets Magnild & Magne Human Fighter 1 CG Medium humanoid (human) Init +2; Senses Perception +2 DEFENSE AC 20, touch 12, flat-footed 18 (+6 armor, +2 Dex, +2 shield) hp 14 (1d10+4) Fort +3, Ref +2, Will +3 OFFENSE Speed 30 ft. Melee longsword +4 (1d8+3/19–20) or cold iron dagger +4 (1d4+3/19–20) Ranged heavy crossbow +3 (1d10/19–20) TACTICS During Combat The fighter fires his crossbow, then readies his sword and shield. He saves his alchemist’s fire for foes he can’t harm or can’t hit with his sword. STATISTICS Str 17, Dex 14, Con 12, Int 8, Wis 13, Cha 10 Base Atk +1; CMB +4; CMD 16 Feats Iron Will, Power Attack, Toughness Skills Heal +2, Perception +2, Survival +5 Languages Common Combat Gear potion of cure light wounds, alchemist’s fire, holy water, oil (2), healer’s kit (2 uses remaining); Other Gear breastplate, heavy wooden shield, cold iron dagger, heavy crossbow with 20 bolts, longsword, bedroll, tindertwigs (2), whetstone, wooden holy symbol, 3 gp ************************************ Squire Delling Spottdrossel Half-elf Bard 1 CG Medium humanoid (elf, human) Init +2; Senses low-light vision; Perception +5 DEFENSE AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex) hp 9 (1d8+1) Fort +1, Ref +4, Will +1; +2 vs. enchantments Immune sleep OFFENSE Speed 30 ft. Melee rapier +2 (1d6/18–20) Ranged shortbow +2 (1d6/×3) Special Attacks bardic performance 7 rounds/day (countersong, distraction, fascinate, inspire courage +1) Bard Spells Known (CL 1st; concentration +4) 1st (2/day)—grease, hideous laughter (DC 14) 0th (at will)—dancing lights, ghost sound (DC 13), message, prestidigitation TACTICS During Combat The bard uses grease to escape. STATISTICS Str 10, Dex 14, Con 12, Int 13, Wis 8, Cha 17 Base Atk +0; CMB +0; CMD 12 Feats Skill Focus (Perform [wind]), Weapon Finesse Skills Bluff +7, Diplomacy +7, Perception +5, Perform (wind) +12, Sense Motive +3, Sleight of Hand +6, Stealth +5, Use Magic Device +7 Languages Common, Elven SQ bardic knowledge +1, elf blood Combat Gear potions of cure light wounds (2), alchemist’s fire, sunrod, tanglefoot bag, thunderstone; Other Gear studded leather, rapier, shortbow with 20 arrows, masterwork flute, 13 gp ************************************ Castellan Frode Whitebeard Human Wizard 1 CG Medium humanoid (human) Init +5; Senses Perception +4 DEFENSE AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex) hp 9 (1d6+3) Fort +2, Ref +1, Will +3 OFFENSE Speed 30 ft. Melee quarterstaff +0 (1d6) Special Attacks hand of the apprentice (6/day) Wizard Spells Prepared (CL 1st; concentration +4) 1st—burning hands (DC 14), mage armor 0th (at will)—bleed (DC 13), detect magic, resistance TACTICS Before Combat The wizard casts mage armor. During Combat The wizard uses hand of the apprentice to throw her quarterstaff or casts burning hands. She offers to use her scroll of enlarge person on an ally who’ll protect her. Base Statistics Without mage armor, the wizard’s statistics are AC 11, touch 11, flat-footed 10. STATISTICS Str 10, Dex 13, Con 14, Int 17, Wis 12, Cha 8 Base Atk +0; CMB +0; CMD 11 Feats Alertness, Combat Casting, Improved Initiative, Scribe Scroll Skills Knowledge (arcana, history, planes) +7, Linguistics +7, Perception +4, Sense Motive +3, Spellcraft +7 Languages Common, Draconic, Dwarven, Elven, Infernal SQ arcane bond (raven) Combat Gear potions of cure light wounds (2), potion of shield of faith, scrolls of comprehend languages (2), scroll of endure elements, scroll of enlarge person, scroll of grease, scroll of mount, scrolls of shield (2), smokesticks (2); Other Gear quarterstaff, antitoxin, spellbook, sunrods (5), 40 gp ************************************ Lady Claria Honeyhair Half-elf Bard 1 CG Medium humanoid (elf, human) Init +2; Senses low-light vision; Perception +5 DEFENSE AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex) hp 9 (1d8+1) Fort +1, Ref +4, Will +1; +2 vs. enchantments Immune sleep OFFENSE Speed 30 ft. Melee rapier +2 (1d6/18–20) Ranged shortbow +2 (1d6/×3) Special Attacks bardic performance 7 rounds/day (countersong, distraction, fascinate, inspire courage +1) Bard Spells Known (CL 1st; concentration +4) 1st (2/day)—grease, hideous laughter (DC 14) 0th (at will)—dancing lights, ghost sound (DC 13), message, prestidigitation TACTICS During Combat The bard uses grease to escape. STATISTICS Str 10, Dex 14, Con 12, Int 13, Wis 8, Cha 17 Base Atk +0; CMB +0; CMD 12 Feats Skill Focus (Perform [wind]), Weapon Finesse Skills Bluff +7, Diplomacy +7, Perception +5, Perform (wind) +12, Sense Motive +3, Sleight of Hand +6, Stealth +5, Use Magic Device +7 Languages Common, Elven SQ bardic knowledge +1, elf blood Combat Gear potions of cure light wounds (2), alchemist’s fire, sunrod, tanglefoot bag, thunderstone; Other Gear studded leather, rapier, shortbow with 20 arrows, masterwork flute, 13 gp Medium humanoid (human) Init +7; Senses Perception +3 DEFENSE AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex) hp 10 (1d8+2) Fort +1, Ref +5, Will –1 OFFENSE Speed 30 ft. Melee short sword +3 (1d6+2/19–20) Ranged dagger +3 (1d4+2/19–20) Special Attacks sneak attack +1d6 TACTICS Before Combat The cutpurse hides so he can use sneak attack. During Combat The cutpurse continues to engage his initial opponent in melee, or throws acid if all his opponents are at range. Morale The cutpurse is more than willing to abandon a target if it puts up too much resistance. Live to steal another day is his motto! STATISTICS Str 14, Dex 17, Con 13, Int 10, Wis 8, Cha 12 Base Atk +0; CMB +2; CMD 15 Feats Improved Initiative, Weapon Finesse Skills Acrobatics +7, Climb +6, Disable Device +7, Escape Artist +7, Knowledge (local) +4, Perception +3, Sleight of Hand +7, Stealth +7, Swim +6 Languages Common SQ trapfinding +1 Combat Gear potion of cure light wounds, acid (2), smokestick, tanglefoot bag; Other Gear masterwork studded leather, daggers (5), short sword, thieves’ tools, 25 gp ************************************ Kari Frodesdottir(Daugther of Frode Whitbeard) Human Bard 1 CG Medium humanoid ( human) Init +2; Perception +3 DEFENSE AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex) hp 9 (1d8+1) Fort +1, Ref +4, Will +1; +2 vs. enchantments Immune sleep OFFENSE Speed 30 ft. Melee rapier +2 (1d6/18–20) Ranged shortbow +2 (1d6/×3) Special Attacks bardic performance 7 rounds/day (countersong, distraction, fascinate, inspire courage +1) Bard Spells Known (CL 1st; concentration +4) 1st (2/day)—grease, hideous laughter (DC 14) 0th (at will)—dancing lights, ghost sound (DC 13), message, prestidigitation TACTICS During Combat The bard uses grease to escape. STATISTICS Str 10, Dex 14, Con 12, Int 13, Wis 8, Cha 17 Base Atk +0; CMB +0; CMD 12 Feats Skill Focus (Perform [wind]), Weapon Finesse Skills Bluff +7, Diplomacy +7, Perception +5, Perform (wind) +12, Sense Motive +3, Sleight of Hand +6, Stealth +5, Use Magic Device +7 Languages Common, Elven SQ bardic knowledge +1, elf blood Combat Gear potions of cure light wounds (2), alchemist’s fire, sunrod, tanglefoot bag, thunderstone; Other Gear studded leather, rapier, shortbow with 20 arrows, masterwork flute, 13 gp ************************************ Goodwive Marcella Tressal Female middle aged halfling expert (Mistress of the Kitchen) Skill Focus Craft cooking ************************************ Stablemistress Ragna Bjornsdottir Human Ranger 1 CG Medium humanoid (elf, human) Init +3; Senses low-light vision; Perception +10 DEFENSE AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex) hp 12 (1d10+2) Fort +3, Ref +5, Will +1; +2 vs. enchantments Immune sleep OFFENSE Speed 30 ft. Melee longsword +3 (1d8+3/19–20) or shortspear +3 (1d6+2) Ranged longbow +4 (1d8/×3) Special Attacks favored enemy (orcs +2) TACTICS During Combat The ranger ambushes her target from stealth or takes cover in tree branches. If she has allies, she attacks enemies that her allies have injured. She uses a smokestick to signal trouble or cover her retreat. STATISTICS Str 14, Dex 17, Con 12, Int 10, Wis 13, Cha 8 Base Atk +1; CMB +3; CMD 16 Feats Point-Blank Shot, Skill Focus (Perception) Skills Climb +6, Knowledge (local) +1, Knowledge (nature) +4, Perception +10, Stealth +7, Survival +5 Languages Common, Elven SQ elf blood, track +1, wild empathy +0 Combat Gear potion of cure light wounds, alchemist’s fire, masterwork arrows (3), smokestick; Other Gear masterwork studded leather, longbow with 20 arrows, longsword, shortspear, 15 gp ************************************ Goodwive Unn Olafsdottir, the mute Human expert 1 CG medium humanoid (Human) Init +0; Senses Perception +3 DEFENSE AC 12, touch 11, flat-footed 12 (+1 armor, +1 size) hp 8 (1d8) Fort +1, Ref +1, Will +5; +2 vs. fear OFFENSE Speed 30 ft. Melee dagger -2 (1d3–2/19–20) Ranged light crossbow +0 (1d6/19–20) STATISTICS Str 7, Dex 10, Con 11, Int 13, Wis 12, Cha 12 Base Atk +1; CMB –2; CMD 8 Feats Skill Focus (Profession [steward] Know Nobitlity ) Skills Appraise +5, Diplomacy +4, Knowledge (engineering) +4, Knowledge (history) +4, Knowledge (local) +4, Knowledge (nobility) +8, Linguistics +5, Profession (steward) +7, Languages Common, Draconic, Halfling, Skald +1 additional Gear padded armor, blank book, box of candles, crossbow with 20 bolt, inks (black and red), hooded lantern, inkpens, ledger, pony with saddle, bags, and tack, scholar’s outfit, 242 gp ************************************ The Eriksons A human family of 5, Human commoner 1/expert 1 CG Medium humanoid Init +0; Senses Perception +1 DEFENSE AC 10, touch 10, flat-footed 10 hp10 (2 HD, 1d6+1d8+2) Fort +1, Ref +0, Will +3 OFFENSE Speed 30 ft. Melee club +0 (1d6) or sickle +0 (1d6) Ranged sling +0 (1d4) or club +0 (1d6) STATISTICS Str 11, Dex 10, Con 12, Int 10, Wis 13, Cha 9 Base Atk +0; CMB +0; CMD 10 Feats Animal Affinity, Skill Focus (Profession[farmer]) Skills Craft (carpentry) +5, Handle Animal +6, Heal +5, Knowledge (local) +4, Knowledge (nature) +4, Profession (farmer) +9, Ride +7 Languages Common Gear club, sickle, sling with 10 bullets, heavy horse, wagon Rangers of the rose:
The Rangers of the Rose Pascal Lafleuer Half-Elf Ranger 1 LG Medium humanoid (elf, human) Init +3; Senses low-light vision; Perception +10 DEFENSE AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex) hp 12 (1d10+2) Fort +3, Ref +5, Will +1; +2 vs. enchantments Immune sleep OFFENSE Speed 30 ft. Melee longsword +3 (1d8+3/19–20) or shortspear +3 (1d6+2) Ranged longbow +4 (1d8/×3) Special Attacks favored enemy (orcs +2) STATISTICS Str 14, Dex 17, Con 12, Int 10, Wis 13, Cha 8 Base Atk +1; CMB +3; CMD 16 Feats Point-Blank Shot, Skill Focus (Perception) Skills Climb +6, Knowledge (local) +1, Knowledge (nature) +4, Perception +10, Stealth +7, Survival +5 Languages Common, Elven SQ elf blood, track +1, wild empathy +0 Combat Gear potion of cure light wounds, alchemist’s fire, masterwork arrows (3), smokestick; Other Gear masterwork studded leather, longbow with 20 arrows, longsword, shortspear, 15 gp ---------------------------------------------------------- Geirahöd Björnsdottir Human Cleric 1 CG Medium humanoid (human) of Desna Init +1; Senses Perception +2 DEFENSE AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex) hp 9 (1d8+1) Fort +3, Ref +1, Will +4 OFFENSE Speed 30 ft. Melee morningstar –1 (1d8–1) Ranged light crossbow +2 (1d8/19–20) Special Attacks channel negative energy 6/day (DC 13, 1d6) Domain Spell-Like Abilities (CL 1st; concentration +3) 5/day—inspiring word (1 round) Cleric Spells Prepared (CL 1st; concentration +3) 1st—cure light wounds, longstriderD, protection from good 0th (at will)—detect magic, mending, read magic D Domain spell; Domains Nobility, Travel TACTICS During Combat The cleric uses channeled energy, tanglefoot bags, and longstrider to escape. STATISTICS Str 8, Dex 12, Con 13, Int 10, Wis 14, Cha 17 Base Atk +0; CMB –1; CMD 10 Feats Selective Channeling, Weapon Focus (light crossbow) Skills Appraise +4, Diplomacy +7, Knowledge (religion) +4, Spellcraft +4 Languages Common SQ aura, +10 base speed from Travel domain, agile feet (5/day) Combat Gear potion of cure light wounds, tanglefoot bags (2); Other Gear chainmail, light crossbow with 20 bolts, morningstar, silver unholy symbol, 22 gp ---------------------------------------------------------- Leila LaFleur Human Sorcerer 1 CG Medium humanoid (human) Init +2; Senses Perception +1 DEFENSE AC 12, touch 12, flat-footed 10 (+2 Dex) hp 8 (1d6+2) Fort +3, Ref +2, Will +3 OFFENSE Speed 30 ft. Melee quarterstaff +0 (1d6) Ranged dart +2 (1d4) Sorcerer Spells Known (CL 1st; concentration +4) 1st (4/day)—color spray (DC 14), magic missile 0th (at will)—daze (DC 13), detect magic, ray of frost, read magic Bloodline arcane TACTICS During Combat The sorcerer casts color spray to neutralize groups of foes, followed by magic missile at any foes left standing. STATISTICS Str 10, Dex 14, Con 13, Int 12, Wis 8, Cha 17 Base Atk +0; CMB +0; CMD 12 Feats Alertness, Combat Casting, Eschew Materials, Iron Will Skills Bluff +7, Intimidate +7, Knowledge (local) +5, Perception +1, Sense Motive +1, Spellcraft +5 Languages Common, Draconic SQ arcane bond (familiar [rat]), bloodline arcana (+1 DC for metamagic spells that increase spell level) Combat Gear potion of cure light wounds, scrolls of disguise self (2), scrolls of shield (2), wand of sleep (11 charges), alchemist’s fire (2); Other Gear darts (5), quarterstaff, 33 gp ------------------------------------------------------- Logan Grimnar Human barbarian 1 CG Medium humanoid (human) Init +1; Senses Perception +5 DEFENSE AC 17, touch 9, flat-footed 16 (+6 armor, +1 Dex, –2 rage, +2 shield) hp 17 (1d12+5) Fort +6, Ref +1, Will +3 OFFENSE Speed 30 ft. Melee battleaxe +6 (1d8+4/×3) Special Attacks rage (6 rounds/day) STATISTICS Str 19, Dex 12, Con 18, Int 10, Wis 13, Cha 8 Non Raging Melee battleaxe +4 (1d8+4/×3) Str 15, Dex 12, Con 14, Int 10, Wis 13, Cha 8 AC 19, touch 11, flat-footed 18 (+6 armor, +1 Dex, +2 shield) hp 15(1d12+3) Base Atk +1; CMB +5; CMD 14 Feats Power Attack, Weapon Focus (battleaxe) Skills Intimidate +3, Perception +5, Profession (sailor) +2, Survival +5, Swim +1 Languages Common, +1 additional SQ fast movement (chainmail, heavy wooden shield, battleaxe, potion of cure light wounds, other treasure) --------------------------------------------------- Rondo Rallor Halfling Rogue 1 CG Medium humanoid (human) Init +3; Senses Perception +3 DEFENSE AC 17, touch 14, flat-footed 14 (+3 armor, +3 Dex+1 Size) hp 10 (1d8+2) Fort +2, Ref +6, Will 0 OFFENSE Speed 30 ft. Melee short sword +4 (1d4+1/19–20) Ranged dagger +4 (1d3+1/19–20) Special Attacks sneak attack +1d6 STATISTICS Str 12, Dex 17, Con 13, Int 10, Wis 8, Cha 14 Base Atk +0; CMB +2; CMD 15 Feats, Weapon Finesse Skills Acrobatics +7, Climb +6, Disable Device +7, Escape Artist +7, Knowledge (local) +4, Perception +5, Sleight of Hand +7, Stealth +11, Swim +6 Languages Common SQ trapfinding +1 Combat Gear potion of cure light wounds, acid (2), smokestick, tanglefoot bag; Other Gear masterwork studded leather, daggers (5), short sword, thieves’ tools, 25 gp |