Blood God Disciple 7
Str 13
Dex 12
Con 11
Int 10
Wis 8
Cha 16
HP 35, AC 15 tch11 ff14
BAB+5, CMB+6, CMD17
Fort+2, Ref+3, Will+4
CL7 Concentration +10
5/day DC14
4/day DC15
2/day DC16
L Medium animal
Init +6; Senses blindsight 30 ft., scent; Perception +2
DEFENSE
AC 16, touch 13, flat-footed 13 (+2 Dex, +5 natural, -1 size)
hp 34 (6d8+10)
Fort +7, Ref +5, Will +2
OFFENSE
Speed 30 ft., burrow 10 ft., swim 10 ft.
Melee bite +7 (2d6+3) and 2 claws +1 (1d8+3)
Space 5 ft.; Reach 5 ft.
Special Attacks wormkiller rage
STATISTICS
Str 17, Dex 15, Con 15, Int 2, Wis 12, Cha 10
Base Atk +4; CMB +8; CMD 20
Feats Great Fortitude, Improved Initiative
Skills Survival +2, Perception +2, Swim +3
SPECIAL ABILITIES
Burrow (Ex)
Dogmoles cannot burrow into solid rock, but they can move through softer material like soil or loose rubble, leaving a usable tunnel 5 ft. in diameter.
****
Orc adept 3
CE Medium humanoid (orc)
Init –1; Senses darkvision 60 ft.; Perception +2
DEFENSE
AC 13, touch 9, flat-footed 13 (+4 armor, –1 Dex)
hp 22
Fort +2, Ref +0, Will +3
Defensive Abilities ferocity
Weaknesses light sensitivity
OFFENSE
Speed 30 ft.
Melee mwk morningstar +4 (1d8+2)
Ranged dagger +1(1d4+1)
Spells Prepared (CL 3rd; concentration +3)
1st--bless, cause fear (DC 11)
0--create water, guidance, touch of fatigue (DC 10)
STATISTICS
Str 15,Dex 10,Con 12,Int 6,Wis 11,Cha 8
Base Atk +1; CMB +3; CMD 12
Feats Alertness, Light Armor Proficiency, Enforcer
Skills Diplomacy +0, Heal +4, Intimidate +5, Knowledge (planes) +2
Languages Common, Orc
SQ Profane bond (Amulet), weapon familiarity
Combat Gear potions of cure light wounds; Other Gear masterwork chain shirt, daggers (2), masterwork morningstar, manacle orb.