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About Giantslayer NPCs

Agrit Staginsdar:

Female Dwarf earth elementalist wizard 5/fighter(tactician) 1
LN Medium humanoid (dwarf)
Init +4, Senses darkvision 60 ft.; Perception +0
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DEFENSE
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AC 19, touch 11, flat-footed 19 (+4 armor, +1 deflection, +4 shield)
hp 35 (1d10+5d6+12)
Fort +5, Ref +1, Will +4, +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants); Immune altitude sickness
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OFFENSE
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Speed 20 ft.
Melee mwk warhammer +7 (1d8+3/x3)
Ranged light crossbow+3 (1d8/19-20)
Special Attacks +1 on attack rolls against goblinoid and orc humanoids, acid cloud (1d6+2 acid plus sickened, DC 16 Fort save for half, 7/day)
Earth Elementalist Spells Prepared (CL 5th; concentration +9)
3rd-spiked pit(2,DC 18), stinking cloud(DC 18)
2nd-bear's endurance, bull's strength, glitterdust(DC 17), stone call
1st-alarm, crafter's fortune, grease(DC 16), identify
0th-detect magic, prestidigitation, read magic
Opposition School air
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TACTICS
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Before Combat given time to prepare, Agrit casts mage armor and shield off of scrolls
Base Statistics without spells, Agrit has AC 11, flat-footed 11 (+1 deflection)
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STATISTICS
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Str 14, Dex 10, Con 15, Int 18, Wis 10, Cha 10
Base Atk +3; CMB +5; CMD 16 (19 vs. bull rush, reposition, trip, and overrun)
Feats Craft Magic Arms and Armor, Craft Wondrous Item, Improved Initiative, Scribe Scroll, Spell Focus(Conjuration)
Skills Appraise +12 (+14 to assess nonmagical metals or gemstones), Climb +6, Diplomacy +4, Knowledge(arcana) +12, Knowledge(dungeoneering) +8, Knowledge(engineering) +8, Knowledge(geography) +8, Knowledge(history) +12, Knowledge(local) +12, Knowledge(nature) +13, Knowledge(planes) +12, Sense Motive +4, Spellcraft +12, Survival +4
Languages Common, Draconic, Dwarven, Giant, Orc, Terran
SQ arcane bond(ring of protection +1), earth supremacy, mountaineer, stonesinger, strategic training, weapon familiarity
Combat Gear pearl of power (1st level)(2), scroll of bear's endurance, scroll of bull's strength, scroll of comprehend languages(2), scroll of enlarge person, scroll of expeditious retreat, scroll of identify(2), scroll of mage armor, scroll of magic weapon
Other Gear light crossbow with 20 bolts, masterwork warhammer, headband of vast intelligence +2(Knowledge[nature]), ring of protection +1, Agrit's grimoire, artisan's outfit, scroll box, spell component pouch, 41.0 gp
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Agrit's Grimoire
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Wizard Spells
3rd -spiked pit, stinking cloud
2nd -acid arrow, bear's endurance, bull's strength, cat's grace, create pit, fox's cunning, glitterdust, shatter, stone call
1st -alarm, comprehend languages, crafter's fortune, enlarge person, expeditious excavation, expeditious retreat, grease, identify, mage armor, magic weapon, shield, stone fist
0th -acid splash, bleed, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, open/close, prestidigitation, ray of frost, read magic, resistance, scrivener's chant, spark, touch of fatigue
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SPECIAL ABILITIES
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Acid Cloud (Su) As a standard action, you can create a 5-foot-radius cloud of acid vapor within 30 feet that lasts for 1 round. This cloud deals 1d6+2 points of acid damage to all creatures in the cloud and sickens them for 1 round. A successful Fortitude save DC 16 negates the sickened effect and halves the damage. Creatures that begin their turn inside the cloud can move out that turn without penalty, but those that enter the cloud are affected. You can use this ability 7 times per day.
Air Opposition School You have chosen air spells as an opposition school. Preparing an air spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an air spell as a prerequisite.
Arcane Bond (Su) You have selected to establish a powerful arcane bond with an object.
Bonded Object Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. When attempting to cast a spell without your bonded object worn or in hand, you must make a concentration check or lose the spell (DC 20 + the spell's level). A ring or amulet occupies the ring or neck slot accordingly.
Earth School The earth elementalist draws power from the stone around him, shaping it, shattering it, and bending it to his will. He can use it to defend himself or cause it to rise up and crush his foes.
Earth Supremacy (Su) You gain a +3 enhancement bonus to your CMD to resist bull rush, drag, reposition, trip, and overrun attempts as long as you are touching the ground. In addition, you gain a +1 insight bonus on melee attack and damage rolls whenever both you and your foe are touching the ground. (this bonus has been added to her melee attacks already)
Greed (Ex) Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals and gemstones.
Hardy (Ex) Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Headband of Intellect Skill Selection (Knowledge (Nature))
Language Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
Mountaineer (Ex) Mountain dwarves are skilled at climbing and navigating narrow ledges. Dwarves with this racial trait are immune to altitude sickness and do not lose their Dexterity bonus to AC when making Climb or Acrobatics checks to cross narrow or slippery surfaces.
Steady (Ex) Dwarves never have their speed reduced by armor or encumbrance.
Stonesinger (Ex) Some dwarves' affinity with the earth grants them greater powers. Dwarves with this racial trait are treated as 1 level higher when casting spells with the earth descriptor or using granted powers of the Earth domain, the bloodline powers of the earth elemental bloodline, and revelations of the oracle's stone mystery. This ability does not give the dwarf early access to level-based powers; it only affects powers the dwarf could use without this ability.
Strategic Training (Ex) A tactician gains 4 skill points + a number of skill points equal to his Intelligence modifier at each level, instead of the normal 2 skill points + Intelligence modifier at each level. Furthermore, Diplomacy (Cha), Knowledge (geography) (Int), Knowledge (nobility) (Int), Linguistics (Int), and Sense Motive (Wis) are all class skills for the tactician. This ability replaces the bonus fighter combat feat gained at 1st level.
Weapon and Armor Proficiency A tactician is not proficient with heavy armor or tower shields.
Weapon Familiarity (Ex) Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.

Brinya Kelver:

Female half-orc expert 3
NG Medium humanoid (orc, human)
Init -1, Senses darkvision (60 ft.); Perception +8
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DEFENSE
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AC 9, touch 9, flat-footed 9 (-1 Dex)
hp 13 (3d8)
Fort +1, Ref +0, Will +3
Defensive Abilities orc ferocity
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OFFENSE
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Speed 30 ft.
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STATISTICS
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Str 8, Dex 9, Con 10, Int 12, Wis 11, Cha 15
Base Atk +2; CMB +1; CMD 10
Feats Alertness, Skill Focus(Craft[weaving])
Skills Appraise +9, Craft(weaving) +12, Diplomacy +8, Disguise +8, Heal +6, Knowledge(local) +9, Perception +8 (+10 to find hidden objects, determine whether food is spoiled, or identify a potion by taste), Sense Motive +8
Languages Common, Giant, Orc
SQ city-raised, orc blood, scavenger
Combat Gear potion of lesser restoration
Other Gear sleeves of many garments, artisan's outfit, masterwork artisan's tools(weaving), 224.0 gp
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SPECIAL ABILITIES
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Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
City-Raised Half-orcs with this trait know little of their orc ancestry and were raised among humans and other half-orcs in a large city. City-raised half-orcs are proficient with whips and longswords, and receive a +2 racial bonus on Knowledge (local) checks. This racial trait replaces weapon familiarity.
Orc Blood (Ex) Half-orc count as both humans and orcs for any effect related to race.
Orc Ferocity (Ex) Once per day, when a half-orc is brought below 0 hit points, but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Scavenger Some half-orcs eke out a leaving picking over the garbage heaps of society, and must learn to separate rare finds from the inevitable dross. Half-orcs with this racial trait receive a +2 racial bonus on Appraise checks and on Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste. This racial trait replaces the intimidating trait.

Cham Larringfass:

Female halfling expert 4
CG Small humanoid (halfling)
Init +1, Senses Perception +8
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DEFENSE
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AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size)
hp 18 (4d8)
Fort +2, Ref +3, Will +4, +2 vs. fear
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OFFENSE
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Speed 20 ft.
Melee dagger +2 (1d3-2/19-20)
Ranged darkwood crossbow +6 (1d6/19-20)
Ranged acid +6 (1d6 acid)
Ranged alchemist's fire +6 (1d6 fire plus 1d6 fire next round)
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STATISTICS
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Str 6, Dex 13, Con 10, Int 14, Wis 9, Cha 14
Base Atk +3; CMB +0; CMD 11
Feats Skill Focus(Profession[innkeeper]), Throw Anything
Skills Appraise +9, Bluff +9, Diplomacy +9, Knowledge(local) +9, Linguistics +9, Perception +8, Profession(innkeeper) +9, Sense Motive +6, Stealth +12
Languages Common, Dwarven, Elven, Gnome, Halfling, Orc, Shoanti, Varisian
SQ fearless, halfling luck, keen senses, sure-footed, weapon familiarity
Combat Gear elixir of hiding, elixir of love, acid(2), alchemist's fire(2)
Other Gear darkwood crossbow with 20 bolts, dagger, courtier's outfit, snapleaf, 51 gp
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SPECIAL ABILITIES
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Fearless (Ex) Halflings receive a +2 racial bonus on saving throws against fear. This bonus stacks with the bonus granted by Halfling Luck.
Halfling Luck (Ex) Halflings receive a +1 racial bonus on all saving throws.
Keen Senses (Ex) Halflings receive a +2 bonus on Perception skill checks.
Sure-Footed (Ex) Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.
Weapon Familiarity (Ex) Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon.

Chief Defender Halgra of the Blackened Blades:

Female old human ranger 3 / barbarian 5
CG Medium humanoid (human)
Init -1, Senses Perception +12
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DEFENSE
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AC 14, touch 7, flat-footed 14 (+7 armor, -1 Dex, -2 rage)
hp 78 (3d10+5d12+29)
Fort +9, Ref +3, Will +5, +1 Reflex to avoid traps
Defensive Abilities improved uncanny dodge, trap sense +1, uncanny dodge
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OFFENSE
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Speed 30 ft.
Melee +1 longsword +11/6 (1d8+5/19-20) and +1 short sword +11 (1d6+3/19-20)
Melee mwk heavy mace +13/+8 (1d8+6)
Ranged mwk composite longbow +8/+3 (1d8+2/x3)
Special Attacks rage(12 rounds/day), favored enemy(giants +2), rage powers(guarded life,raging climber)
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STATISTICS
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Base Statistics When not raging, the Halgra's statistics are AC 16, touch 9, flat-footed 16; hp 62; Fort +7, Will +3; Melee +1 longsword +9/+4 (1d8+3/19-20) and +1 short sword +9 (1d6+2/19-20), Melee mwk heavy mace +11/+6 (1d8+3); Str 15, Con 11; CMB +10; Skills Climb +5
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STATISTICS
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Str 19, Dex 9, Con 15, Int 16, Wis 12, Cha 10
Base Atk +8; CMB +10; CMD 19
Feats Cosmopolitan, Endurance, Persuasive, Power Attack, Quick Draw, Toughness, Two-Weapon Fighting
Skills Climb +12, Diplomacy +13, Intimidate +13, Knowledge(geography) +14, Knowledge(local) +11, Knowledge(nature) +14, Perception +12, Sense Motive +12, Stealth +2, Survival +12
Languages Common, Dwarven, Giant, Orc, Sign Language, Sylvan
SQ fast movement, favored terrain(mountain) +2, track +1, wild empathy +3
Combat Gear oil of magic weapon, oil of shillelagh, potion of cure moderate wounds, potion of lesser restoration, thunderstone (2)
Other Gear +1 longsword, +1 short sword , +1 breastplate, masterwork composite longbow, masterwork heavy mace, climber's kit, grappling hook, silk rope (50 ft.), sunrod (2), traveler's outfit, 14 gp
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SPECIAL ABILITIES
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Fast Movement (Ex) Your land speed is faster than the norm for your race by +10 feet. This benefit applies only when you are wearing no armor, light armor, or medium armor, and not carrying a heavy load.
Favored Terrain (Mountain) (Ex) You gain a +2 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks when using these skills in mountain terrain (including hills). Likewise, you get a +2 bonus on initiative checks when in this terrain. If you desire, you leave no trail in this terrain and cannot be tracked.
Guarded Life (Ex) While raging, if the barbarian is reduced below 0 hit points, 1 hit point of lethal damage per barbarian level is converted to nonlethal damage. If the barbarian is at negative hit points due to lethal damage, she immediately stabilizes.
Humanoid (Giant) (Ex) You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against giants. Likewise, you get a +2 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.
Improved Uncanny Dodge (Ex) You can no longer be flanked. This defense denies a rogue the ability to sneak attack you by flanking you, unless the attacker is a rogue of at least level 4.
Rage You can call upon inner reserves of strength and ferocity, granting you additional combat prowess. You can rage for 12 rounds per day. You can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in rage, you gain a +4 morale bonus to your Strength and a +4 morale bonus to Constitution, as well as a +2 morale bonus on Will saves. In addition, you take a -2 penalty to Armor Class. The increase to Constitution grants you 16 hit points, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. You can end your rage as a free action and are fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. You cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If you fall unconscious, your rage immediately ends, placing you in peril of death.
Raging Climber (Ex) When raging, the barbarian adds her level as an enhancement bonus on all Climb skill checks.
Track (Ex) You gain +1 to Survival checks made to follow tracks.
Trap Sense (Ex) You gain a +1 bonus on Reflex saves made to avoid traps, and a +1 dodge bonus to AC against attacks made by traps.
Uncanny Dodge (Ex) You can react to danger before your senses would normally allow you to do so. You cannot be caught flat-footed, nor do you lose your Dexterity bonus to AC if the attacker is invisible. You still lose your Dexterity bonus to AC if immobilized. You can still lose your Dexterity bonus to AC if an opponent successfully uses the feint action against you.
Wild Empathy (Ex) You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+3 to determine the Wild Empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use Wild Empathy, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.

Jagrin Grath:

Male Human ranger 7
LN Medium humanoid(human)
Init +2, Senses Perception +11
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DEFENSE
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AC 19, touch 12, flat-footed 17 (+5 armor, +2 Dex, +2 shield)
hp 59 (7d10+21)
Fort +7, Ref +7, Will +3
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OFFENSE
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Speed 30 ft.
Melee +1 longsword +11/+6 (1d8+4/19-20)
Ranged mwk composite longbow +11/+6 (1d8+3/x3)
Special Attacks favored enemy(giants +2, orcs +4)
Ranger Spells Prepared (CL 4th; concentration +5)
1st— longstrider, gravity bow
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STATISTICS
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Str 16, Dex 15, Con 14, Int 10, Wis 12, Cha 8
Base Atk +7; CMB +10; CMD 22
Feats Deadly Aim, Endurance, Improved Precise Shot, Intimidating Prowess, Power Attack, Rapid Shot, Vital Strike, Weapon Focus(longbow)
Skills Climb +13, Intimidate +12, Knowledge(local) +7, Knowledge(nature) +10, Linguistics +1, Perception +11, Stealth +10, Survival +12 (+15 to folllow or identify tracks)
Languages Common, Orc
SQ favored terrain(mountain) +2, hunter's bond(companions), track +3, wild empathy +6, woodland stride
Combat Gear wand of cure light wounds(50 charges), oil of magic weapon(2), scroll of abundant ammunition, scroll of cat's grace, scroll of gravity bow, scroll of hide from animals, scroll of lead blades, scroll of resist energy
Other Gear +1 chain shirt, masterwork heavy wooden shield, +1 longsword with 20 arrows, 10 cold iron arrows, and 10 silver arrows, masterwork composite longbow, ioun torch, climber's kit, 50 ft. silk rope, mistletoe, scroll box, spell component pouch, masterwork survival kit, traveler's outfit, 81.0 gp
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SPECIAL ABILITIES
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Favored Terrain (Mountain) (Ex) You gain a +2 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks when using these skills in mountain terrain (including hills). Likewise, you get a +2 bonus on initiative checks when in this terrain. If you desire, you leave no trail in this terrain and cannot be tracked.
Humanoid (Giant) (Ex) You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against humans. Likewise, you get a +2 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.
Humanoid (Orc) (Ex) You gain a +4 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against orcs. Likewise, you get a +4 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.
Hunting Companions (Ex) You form a powerful band with your companions. You may spend a move action to grant half your favored enemy bonus against a single target to all allies within 30 feet who can see or hear you for 1 rounds. This bonus does not stack with any favored enemy bonuses possessed by your allies; they use whichever bonus is higher.
Track (Ex) You gain +3 to Survival checks made to follow tracks.
Wild Empathy (Ex) You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+6 to determine the Wild Empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use Wild Empathy, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.
Woodland Stride (Ex) You may move through any sort of magical undergrowth (such as natural thorns, briars, overgrown areas, and similar terrains) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.

Katrezka:

Male old half-orc fighter 4 / oracle 1
CG Medium humanoid (orc, human)
Init -3, Senses darkvision (60 ft.); Perception +2
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DEFENSE
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AC 11, touch 7, flat-footed 11 (+4 armor, -3 Dex, )
hp 35 (4d10+1d8+9)
Fort +5, Ref -1, Will +6, +1 Will vs. fear
Defensive Abilities orc ferocity
Weaknesses oracle’s curse (wasting)
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OFFENSE
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Speed 30 ft.
Melee mwk falchion +7 (2d4+1/18-20)
Ranged javelin +1 (1d6+1)
Oracle Spells Known (CL 1st; concentration +5)
1st(4/day)-bless, shield of faith, cure light wounds(DC 15)
0th(at will)-detect magic, guidance, mending, stabilize
Mystery ancestor
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STATISTICS
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Str 13, Dex 5, Con 10, Int 12, Wis 14, Cha 18
Base Atk +4; CMB +5; CMD 12
Feats Dazzling Display, Endurance, Power Attack, Skill Focus(diplomacy), Toughness, Weapon Focus(falchion)
Skills Diplomacy +7, Intimidate +13, Knowledge(religion) +5, Profession(soothsayer) +10, Sense Motive +6, Spellcraft +5, Survival +9
Languages Common, Giant, Orc
SQ armor training, bravery, intimidating, orc blood, revelations(wisdom of the ancestors), weapon familiarity
Combat Gear potion of bear's endurance, potion of bull's strength, wand of cure light wounds(50 charges)
Other Gear masterwork falchion, masterwork chain shirt, javelin (5), cloak of resistance +1, 470.0 gp
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SPECIAL ABILITIES
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Ancestor Mysteries You draw upon the divine mystery of your Ancestors to grant your spells and powers.
Armor Training (Ex) You are more maneuverable while wearing armor. Whenever you are wearing armor, you reduce the armor check penalty by 1 and increase the maximum Dexterity bonus allowed by your armor by +1
Bonus Feats At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called "fighter bonus feats." Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
Bravery (Ex) You gain a +1 bonus to Will saves against fear effects.
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Intimidating (Ex) Half-orc receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.
Orc Blood (Ex) Half-orc count as both humans and orcs for any effect related to race.
Orc Ferocity (Ex) Once per day, when a half-orc is brought below 0 hit points, but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Wasting Your body is slowly rotting away. You take a –4 penalty on Charisma-based skill checks, except for Intimidate.
Weapon Familiarity (Ex) Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word "orc" in its name as a martial weapon.
Wisdom of the Ancestors (Su) You can enter a trance in which you commune with the spirits of your ancestors. Once per day, you can enter a trance in which you commune with the spirits of your ancestors. This trance lasts for 10 minutes, which must be uninterrupted and during which you can take no other actions. When you come out of this trance you have gained mystical insight into the future. This insight acts as an augury spell with 80% effectiveness. This spell effect does not require material components.

Rabus Clarenston:

Male Human(Varisian) rogue(investigator) 2/expert 2
CN Medium humanoid (human)
Init +3, Senses Perception +7
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DEFENSE
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AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 24 (4d8+6)
Fort +2, Ref +7, Will +4
Defensive Abilities evasion, trap sense +1
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OFFENSE
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Speed 30 ft.
Melee mwk short sword +6 (1d6/19-20)
Melee dagger +5 (1d4/19-20)
Ranged shortbow +5 (1d6/x3)
Special Attacks sneak attack 1d6
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STATISTICS
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Str 10, Dex 16, Con 12, Int 14, Wis 10, Cha 13
Base Atk +2; CMB +2; CMD 15
Feats Skill Focus(bluff, diplomacy), Weapon Finesse
Skills Appraise +7, Bluff +11, Climb +7, Craft(alchemy) +11, Diplomacy +11, Escape Artist +8, Knowledge(local) +9, Perception +7, Profession(brewer) +7, Sense Motive +7, Sleight of Hand +10, Stealth +8
Languages Common, Halfling, Orc, Varisian
SQ focused study, follow up, rogue talents(honeyed words)
Combat Gear potion of remove sickness(2), potion of cure light wounds, dagger(3), soothe syrup(2),
Other Gear masterwork studded leather, masterwork short sword, shortbow with 20 arrows, cloak of resistance +1, ioun torch, entertainer's outfit, alchemist's lab, climber's kit, 379.0 gp
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SPECIAL ABILITIES
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Evasion (Ex) You can avoid damage from many area-effect attacks. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.
Follow Up (Ex) An investigator can roll twice on any Diplomacy check made to gather information, and receives the information for both results. This takes the same amount of time as one check. If the lesser of the two checks reveals false information, the rogue is aware of it. False information is not revealed in this way if the people she questioned do not know it to be false. This ability replaces trapfinding.
Honeyed Words (Ex) Once per day, the rogue can roll two dice while making a Bluff check, and take the better result. She must choose to use this talent before making the Bluff check. A rogue can use this ability one additional time per day for every five rogue levels she possesses.
Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 1d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.
Trap Sense (Ex) You gain a +1 bonus on Reflex saves made to avoid traps, and a +1 dodge bonus to AC against attacks made by traps.

Sara Morninghawk:

Female half-orc barbarian 3 / expert 3
NG Medium humanoid (orc, human)
Init -1, Senses darkvision (60 ft.); Perception +9
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DEFENSE
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AC 14, touch 9, flat-footed 14 (+5 armor, -1 Dex)
hp 45 (3d12+3d8+12)
Fort +6, Ref +1, Will +4, +1 Reflex to avoid traps
Defensive Abilities orc ferocity, trap sense +1, uncanny dodge
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OFFENSE
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Speed 30 ft.
Melee +1 greataxe +10 (1d12+5/x3)
Melee throwing axe +8 (1d6+3)
Ranged throwing axe +4 (1d6+3)
Special Attacks rage(10 rounds/day) , rage powers(surprise accuracy)
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STATISTICS
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Str 17, Dex 8, Con 14, Int 14, Wis 10, Cha 12
Base Atk +5; CMB +8; CMD 17
Feats Master Craftsman(weapons), Prodigy(Craft[blacksmithing, weapons]), Weapon Focus(greataxe)
Skills Appraise +8, Climb +7, Craft(blacksmithing) +15, Craft(weapons) +17, Diplomacy +7, Handle Animal +7, Intimidate +9, Knowledge(local) +8, Linguistics +8, Perception +9, Sense Motive +6, Survival +6
Languages Common, Draconic, Dwarven, Giant, Orc, Shoanti, Varisian
SQ fast movement, intimidating, orc blood, weapon familiarity
Combat Gear oil of magic weapon, potion of bull's strength, potion of cure moderate wounds
Other Gear +1 greataxe, +1 hide, throwing axe (5), traveler's any-tool, masterwork artisan's tools (blacksmithing, weaponsmithing), hammer, traveler's outfit, 114.5 gp
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SPECIAL ABILITIES
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Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Fast Movement (Ex) Your land speed is faster than the norm for your race by +10 feet. This benefit applies only when you are wearing no armor, light armor, or medium armor, and not carrying a heavy load.
Intimidating (Ex) Half-orc receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.
Orc Blood (Ex) Half-orc count as both humans and orcs for any effect related to race.
Orc Ferocity (Ex) Once per day, when a half-orc is brought below 0 hit points, but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Rage (Ex) You can call upon inner reserves of strength and ferocity, granting you additional combat prowess. You can rage for 10 rounds per day. You can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in rage, you gain a +4 morale bonus to your Strength and a +4 morale bonus to Constitution, as well as a +2 morale bonus on Will saves. In addition, you take a -2 penalty to Armor Class. The increase to Constitution grants you 12 hit points, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. You can end your rage as a free action and are fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. You cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If you fall unconscious, your rage immediately ends, placing you in peril of death.
Surprise Accuracy (Ex) The barbarian gains a +1 morale bonus on one attack roll. This bonus increases by +1 for every 4 levels the barbarian has attained. This power is used as a swift action before the roll to hit is made. This power can only be used once per rage.
Trap Sense (Ex) You gain a +1 bonus on Reflex saves made to avoid traps, and a +1 dodge bonus to AC against attacks made by traps.
Uncanny Dodge (Ex) You can react to danger before your senses would normally allow you to do so. You cannot be caught flat-footed, nor do you lose your Dexterity bonus to AC if the attacker is invisible. You still lose your Dexterity bonus to AC if immobilized. You can still lose your Dexterity bonus to AC if an opponent successfully uses the feint action against you.
Weapon Familiarity (Ex) Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word "orc" in its name as a martial weapon.

Silvermane:

Male Elf druid 8
N Medium humanoid (elf)
Init +1, Senses low-light vision; Perception +17
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DEFENSE
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AC 16, touch 11, flat-footed 15 (+2 armor, +1 Dex, +3 natural)
hp 52 (8d8+16)
Fort +8, Ref +4, Will +11, +2 vs. enchantments, +4 vs. fey and plant-targeted effects
Immune sleep
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OFFENSE
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Speed 30 ft.
Melee mwk club +9/+4 (1d6+2)
Ranged +1 composite longbow +8/+3 (1d8+3/x3)
Special Attacks wild shape 3/day
Domain Spell-Like Abilities (CL 8th; concentration +12)
8/day—lightning lord
7/day—storm burst(1d6+4 nonlethal,-2 attack)
Druid Spells Prepared (CL 8th; concentration +12)
4th-silent call lightning(DC 18), silent call lightning(DC 18)*, silent greater magic fang, silent neutralize poison(DC 17)
3rd-silent barkskin, silent bull's strength, silent flaming sphere(DC 17), silent fog cloud*, silent lesser restoration
2nd-silent cure light wounds(DC 15), silent endure elements, silent faerie fire, silent obscuring mist*, silent produce flame
1st-air bubble, silent detect magic, hide from animals(DC 15), silent read magic, silent stabilize
0th-spark
*:Domain spell.
Domains Weather
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TACTICS
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Before Combat Silvermane casts endure elements at the beginning of each day, and barkskin if he expects combat. He will wildshape as needed, typically into a large bear or small earth or air elemental.
Base Statistics Without barkskin, Silvermane has AC 13, flat-footed 12
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STATISTICS
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Str 14, Dex 12, Con 12, Int 14, Wis 18, Cha 8
Base Atk +6; CMB +8; CMD 19
Feats Craft Wondrous Item, Natural Spell, Silent Spell, Spell Focus(evocation)
Skills Climb +13, Knowledge(nature) +15, Perception +17, Spellcraft +13(+15 to identify magic item properties), Survival +17, Swim +13
Languages Common, Druidic, Elven, Orc, Sign Language
SQ elven immunities, elven magic, nature bond(Weather domain), nature sense, resist nature's lure, spontaneous casting, trackless step, weapon familiarity, wild empathy +7, woodland stride
Combat Gear potion of cure moderate wounds
Other Gear +1 composite longbow with 20 arrows, 20 cold iron arrows, and 20 silver arrows, masterwork club, bracers of armor +2, headband of inspired wisdom +2, cloak of resistance +1, peasant's outfit, scroll case, 55.0 gp
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SPECIAL ABILITIES
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Elven Immunities (Ex) Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic (Ex) Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Keen Senses (Ex) Elves receive a +2 bonus on Perception skill checks.
Lightning Lord (Sp) You can call down 8 bolts of lightning per day. You can call down as many bolts as you want with a single standard action, but no creature can be the target of more than one bolt and no two targets can be more than 30 feet apart. This ability otherwise functions as Call Lightning.
Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Nature Sense (Ex) You gain a +2 bonus on Knowledge (Nature) and Survival skill checks.
Resist Nature's Lure (Ex) You gain a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that utilize and target plants, such as Blight, Entangle, Spike Growth, and Warp Wood.
Spontaneous Casting You can channel stored spell energy into summoning spells that you haven't prepares ahead of time. You can "lose" any prepared spell in order to cast any Summon Nature's Ally spell of the same spell level or lower
Storm Burst (Sp) As a standard action, you can create a storm burst targeting any foe within 30 feet as a ranged touch attack. The storm burst deals 1d6+4 points of nonlethal damage. In addition, the target is buffeted by winds and rain, causing it to take a -2 penalty on attack rolls for 1 round. You can use this ability 7 times per day
Trackless Step (Ex) You leave no trail in natural surroundings and cannot be tracked. You may choose to leave a trail if so desired.
Weather With power over storm and sky, you can call down the wrath of the gods upon the world below.
Weapon Familiarity (Ex) Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.
Wild Empathy (Ex) You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+7 to determine the Wild Empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use Wild Empathy, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.
Wild Shape (Su) You can change shape 3 times / day for up to 8 hours You can change into any Diminutive, Tiny, Small, Medium, Large or Huge animal, a Small or Medium elemental, or a Small or Medium plant creature. When changing into an animal, this functions as Beast Shape III When changing into a plant, this functions as Plant Shape I When changing into an elemental, this functions as Elemental Body II
Woodland Stride (Ex) You may move through any sort of magical undergrowth (such as natural thorns, briars, overgrown areas, and similar terrains) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.

Tyari Varvatos:

Female human cleric 6
LG Medium humanoid (human)
Init -1, Senses Perception +4
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DEFENSE
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AC 18, touch 9, flat-footed 18 (+7 armor, -1 Dex, +2 shield)
hp 39 (6d8+12)
Fort +7, Ref +1, Will +9
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OFFENSE
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Speed 20 ft.
Melee +1 longsword +7 (1d8+2/19-20)
Ranged javelin +3 (1d6+1)
Special Attacks channel positive energy (3d6, dc 14, 4/day)
Domain Spell-Like Abilities (CL 6th; concentration +10)
7/day—touch of good(+3)
7/day—seize the initiative
Cleric Spells Prepared (CL 6th; concentration +10)
3rd-daylight, magic circle against evil*, prayer, summon monster iii
2nd-aid, align weapon*, bull's strength(DC 16), hold person(DC 16), remove paralysis
1st-bless, divine favor, magic weapon, protection from evil*, remove sickness
0th-detect magic, guidance, resistance(DC 14), stabilize
*:Domain spell.
Deity Iomedae; Domains Good, War(tactics)
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STATISTICS
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Str 13, Dex 8, Con 14, Int 10, Wis 18, Cha 12
Base Atk +4; CMB +5; CMD 14
Feats Craft Wand, Scribe Scroll, Spell Penetration, Weapon Focus(longsword)
Skills Diplomacy +10, Heal +15, Knowledge(religion) +9, Spellcraft +9
Languages Common
SQ aura
Combat Gear scroll of bull's strength, scroll of comprehend languages, scroll of magic weapon, scroll of protection from evil, wand of cure light wounds, healer's kit(2)
Other Gear +1 longsword, +1 breastplate, javelins(5), heavy steel shield, silver holy symbol, cleric's vestments, 10.0 gp
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SPECIAL ABILITIES
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Aura (Ex) A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).
Aura of Good (Ex) You project a strong good aura.
Aura of Law (Ex) You project a strong lawful aura.
Channel Positive Energy (Su) You can unleash a wave of positive energy. You must choose to deal 3d6 points of positive energy damage to undead creatures or to heal living creatures of 3d6 points of damage. Creatures that take damage from channeled energy receive a DC 14 Will save to halve the damage. You can use this ability 4 times per day.
Seize the Initiative (Su) Whenever you and your allies roll for initiative, you can grant one ally within 30 feet the ability to roll twice and take either result. This decision is made before results are revealed. You can use this ability 7 times per day.
Spontaneous Casting You can channel stored spell energy into healing spells that you did not prepare ahead of time. You can "lose" any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "Cure" in its name).
Touch of Good (Sp) You can touch a creature as a standard action, granting giving it a +3 sacred bonus on attack rolls, skill checks, ability checks, and saving throws for 1 round. You can use this ability 7 times per day.