SgtHulka |
I've been running my family through Savage Tide using Pathfinder. I've been learning the system as I go, so I didn't bother converting the first adventure...I just used 3.5e while the players used Pathfinder.
But Bullywugs are among my favorite old monster and I hate the 3.5 version of them. And when I saw the Pathfinder Boggard I liked them a lot better. So I decided to convert the bullywugs to Boggards. I replaced all the generic hunters with Boggards, and removed one from each encounter (since Boggards are CR 2 and the hunters CR 1). I then went ahead and converted all the NPC's, starting Diamondback and her stiltwalkers. I figured I'd post them in case someone else might find them useful.
BULLYWUG GAMBIT
DIAMONDBACK CR 4
Male Human bard 5
CN medium humanoid (human, human)
Init +6; Senses Perception -1,
Languages Common
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AC 18, touch 18, flat-footed 11
hp 36 (5HD)
Fort +2, Ref +10, Will +3, +4 vs. Bardic Performance, sonic, and language-dependent effects
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Speed 30 ft. (6 squares)
Face 5 ft. Reach 5 ft.
Base Atk +3; CMB +4; CMD 22
Special Actions Distraction, Fascinate,
Known Bard Spells (CL 5th):
2nd (3/day) - blur (DC 16) , enthrall (DC 16) , suggestion (DC 16)
1st (5/day) - charm person (DC 15) , confusion (lesser) (DC 15) , cure light wounds (DC 15) , grease (DC 15)
0th (at will) - dancing lights , flare (DC 14) , mage hand , prestidigitation (DC 14) , sift , unwitting ally (DC 14)
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Abilities Str 12, Dex 22, Con 13, Int 10, Wis 8, Cha 18
Special Qualities Armored Casting, Bardic Performance, Bonus Feat, Cantrips, Versatile Performance (Dance), Disappearing Act, Gladhanding, Harmless Performer, Inspire Competence, Inspire Courage, Quick Change, Skilled, Streetwise, Well-Versed,
Feats Armor Proficiency, Light, Dodge, Improved Unarmed Strike, Mobility, Shield Proficiency, Simple Weapon Proficiency, Weapon Finesse
Skills Acrobatics +14, Bluff +13, Climb +1, Diplomacy +4, Disguise +5, Escape Artist +14, Fly +6, Heal -1, Intimidate +4, Perception -1, Perform (Dance) +12, Perform (Untrained) +4, Ride +6, Sense Motive -1, Sleight of Hand +15, Spellcraft +8, Stealth +6, Survival -1, Swim +1, Use Magic Device +12,
Possessions outfit (entertainer's); potion of cat's grace; potion of eagle's splendor; potion of mage armor; ring of protection +1;
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Armored Casting (Ex) You can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance.
Bardic Performance You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You can use this ability for 16 rounds per day. Each round, you can produce any one of the types of bardic performance that you have mastered. Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if you are killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. You cannot have more than one bardic performance in effect at one time.
Cantrips You have learned a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.
Versatile Performance (Dance) (Ex) You can use your bonus in the Perform (Dance) skill in place of your bonus in the Acrobatics or Fly skills. When substituting in this way, you use your total Perform (Dance) skill bonus, including class skill bonus, in place of your Acrobatics or Fly skill bonus, whether or not you have ranks in that skill or if it is a class skill.
Disappearing Act (Su) A street performer can use performance to divert attention from an ally. All creatures within 30 feet that fail a Will save DC 14 (DC 10 + 1/2 the bard's level + the bard's Cha modifier) treat one creature chosen by the bard as if it were invisible. This performance affects one additional creature at 5th level and every 6 levels thereafter. If the targets take any action that would cause them to become visible, they become visible to everyone. The bard cannot use this ability on himself. This ability is a mind-affecting effect that requires visual components. This performance replaces inspire courage.
Distraction (Su) You can use your performance to counter magic effects that depend on sight. Each round of the distraction, make a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet (including yourself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use your Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use your Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.
Fascinate (Su) You can use your performance to cause up to 2 creatures to become fascinated with you. Each creature to be fascinated must be within 90 feet, able to see and hear you, and capable of paying attention to you. You must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. Each creature within range receives a Will save (DC 16) to negate the effect. If a creature's saving throw succeeds, you cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes your performance for as long as you continue to maintain it. While fascinated, a target takes a -4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
Harmless Performer (Su) At 3rd level, a street performer can use performance to appear meek and unworthy of being attacked. While using this performance, whenever an enemy targets the street performer, the enemy must succeed at a Will save DC 14 (DC 10 + 1/2 the bard's level + the bard's Cha bonus) or be unable to attack the bard this round, as per sanctuary. The enemy loses the attack that targeted the bard, but may spend additional attacks targeting other creatures. If the opponent was targeting the street performer with a spell, it must succeed at a concentration check at the same DC or lose the spell. If this check succeeds, it may target another creature with the spell instead. This mind-affecting ability requires audible or visual components. This performance replaces inspire competence.
Inspire Competence (Su) You can use your performance to help an ally succeed at a task. That ally must be within 30 feet and be able to hear you. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear your performance. Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. Inspire competence relies on audible components.
Inspire Courage (Su) You can use your performance to inspire courage in your allies (including yourself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive your performance. An affected ally receives a +2 morale bonus on saving throws against charm and fear effects and a +2 competence bonus on attack and weapon damage rolls. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
Quick Change (Ex) At 5th level, a street performer can don a disguise as a standard action by taking a -5 penalty on his check. He can take 10 on Bluff and Disguise checks and use Bluff to create a diversion to hide as a swift action. He can take 20 on a Bluff or Disguise check once per day, plus one time per six levels beyond 5th. This ability replaces lore master.
Streetwise A street performer gains a bonus equal to half his level on Bluff, Disguise, Knowledge (local), and Sleight of Hand checks, Diplomacy or Intimidate checks made to influence crowds, and Diplomacy checks to gather information (minimum +1). This replaces bardic knowledge.
Well-Versed (Ex) You have becomes resistant to the Bardic Performance of others, and to sonic effects in general. You gain a +4 bonus on saving throws made against Bardic Performance, sonic, and language-dependent effects.
STILTWALKER
CR 1
Male Human rogue 2
CN medium humanoid (human, human)
Init +3; Senses Perception +6,
Languages Common
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AC 14, touch 13, flat-footed 11
hp 18 (2HD)
Fort +2, Ref +6, Will +1
Defensive Abilities Evasion,
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Speed 30 ft. (6 squares)
Melee dagger +2 (1d4+1/19-20)
Ranged dagger (thrown) +4 (1d4+1/19-20)
Face 5 ft. Reach 5 ft.
Base Atk +1; CMB +2; CMD 15
Atk Options Sneak Attack 1d6,
Special Actions
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Abilities Str 13, Dex 17, Con 14, Int 10, Wis 12, Cha 8
Special Qualities Bonus Feat, Skilled, Surprise Attack, Trapfinding,
Feats Acrobatic, Armor Proficiency, Light, Simple Weapon Proficiency, Skill Focus (Acrobatics)
Skills Acrobatics +13, Bluff +4, Climb +6, Craft (Carpentry) +5, Diplomacy -1, Disguise -1, Escape Artist +8, Fly +5, Heal +1, Intimidate -1, Perception +6, Perception (Trapfinding) +7, Perform (Comedy) +4, Perform (Untrained) -1, Ride +3, Sense Motive +1, Sleight of Hand +8, Stealth +8, Survival +1, Swim +1,
Possessions alchemist's fire (flask); dagger (x4); outfit (entertainer's); padded;
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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.
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.
Surprise Attack (Ex) During the surprise round, opponents are always considered flat-footed to you, even if they have acted.
Trapfinding (Ex) You add +1 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.
HUNTRES LORB-LORB TUB
CR 5
Female Boggard humanoid 3 / barbarian 1 / ranger 2
CE medium humanoid (boggard)
Init +1; Senses Darkvision (60 ft.), Low-light, Perception +8,
Languages Boggard
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AC 18, touch 12, flat-footed 16
hp 68 (6HD)
Fort +13, Ref +5, Will +1
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Speed 40 ft. (8 squares) Swim 30 ft., Fast Movement, Swamp Stride
Melee handaxe +1 +9 (1d6+2/x3)
Melee tongue +2 (0)
Face 5 ft. Reach 5 ft.
Base Atk +5; CMB +7; CMD 19
Atk Options Favored Enemy (Humanoid (Human)) +2, Rage,
Special Actions Terrifying Croak (DC 12),
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Abilities Str 15, Dex 13, Con 20, Int 8, Wis 10, Cha 8
Special Qualities Fast Movement, Hold Breath, Rage, Sticky Tongue, Swamp Stride, Track +1, Wild Empathy +1,
Feats Armor Proficiency, Light, Armor Proficiency, Medium, Dodge, Endurance, Martial Weapon Proficiency, Shield Proficiency, Simple Weapon Proficiency, Two-Weapon Fighting, Weapon Focus (Handaxe)
Skills Acrobatics +4, Acrobatics (Jump) +20, Appraise -1, Bluff -1, Climb +8, Craft (Untrained) -1, Diplomacy -1, Disguise -1, Intimidate -1, Perception +8, Perform (Untrained) -1, Stealth +6, Stealth (In swamps) +14, Survival +7, Survival (Follow or identify tracks) +8, Swim +15,
Possessions handaxe +1; outfit (peasant's); potion of barkskin +3; studded leather;
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Favored Enemy (Humanoid (Human)) (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.
Hold Breath (Ex) You can hold your breath for 80 rounds before you risk drowning or suffocating.
Rage (Ex) You can call upon inner reserves of strength and ferocity, granting you additional combat prowess. You can rage for 9 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.
Sticky Tongue (Ex) A creature hit by a boggard's tongue attack cannot move more than 10 feet away from the boggard and takes a -2 penalty to AC as long as the tongue is attached (this penalty does not stack if multiple tongues are attached). The tongue can be removed by making an opposed Strength check as a standard action or by dealing 2 points of slashing damage to the tongue (AC 11, damage does not deplete the boggard's actual hit points). The boggard cannot move more than 10 feet away from the target, but the boggard can release its tongue as a free action. Unlike a giant frog, a boggard cannot pull targets toward it with its tongue.
Swamp Stride (Ex) A boggard can move through any sort of natural difficult terrain at its normal speed while within a swamp. Magically altered terrain affects a boggard normally.
Terrifying Croak (Su) Once per hour, a boggard can, as a standard action, emit a loud and horrifying croak. Any nonboggard creature within 30 feet of the boggard must make a DC 12 Will save or become shaken for 1d4 rounds. Creatures that succeed at this save cannot be affected again by the same boggard's croak for 24 hours. Creatures that are already shaken become frightened for 1d4 rounds instead.
Track (Ex) You gain +1 to Survival checks made to follow or identify tracks.
Wild Empathy (Ex) You can improve the attitude of an animal. This abilty functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+1 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 Intellegence score of 1 or 2, but you take a -4 penalty on the check.
KASKUS KIEL CR 2
Male Dwarf druid 3
LN medium humanoid (dwarf, dwarf)
Init +1; Senses Darkvision (60 ft.), Perception +9,
Languages Common, Druidic, Dwarven
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AC 19, touch 11, flat-footed 18
hp 29 (3HD)
Fort +6, Ref +2, Will +6, +2 vs. poison, spells, and spell-like abilities
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Speed 20 ft. (4 squares), Woodland Stride
Melee scimitar +2 (1d6/18-20)
Face 5 ft. Reach 5 ft.
Base Atk +2; CMB +2; CMD 13 (17 vs bullrush) (17 vs trip)
Special Actions Spontaneous Casting,
Prepared Spells Prepared Spell List
Druid (CL 3rd):
2nd - bull's strength (DC 15) (already cast), cure moderate wounds (already cast)
1st - cure light wounds (DC 15) (already cast), longstrider (DC ) , produce flame (already cast)
0th - guidance (DC 13) , know direction (DC ) , light , stabilize (DC 14)
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Abilities Str 10, Dex 12, Con 16, Int 13, Wis 17, Cha 6
Special Qualities Animal Companion, Greed, Hardy, Hatred, Nature Sense, Orisons, Stability, Steady, Stonecunning, Trackless Step, Weapon Familiarity, Wild Empathy +1, Woodland Stride,
Feats Armor Proficiency, Light, Armor Proficiency, Medium, Augment Summoning, Shield Proficiency, Spell Focus (Conjuration)
Skills Acrobatics -2, Appraise +1, Bluff -2, Climb -3, Craft (Untrained) +1, Diplomacy -2, Disguise -2, Escape Artist -2, Fly +4, Handle Animal +4, Heal +3, Intimidate -2, Knowledge (Nature) +9, Perception +9, Perception (Notice unusual stonework) +11, Perform (Untrained) -2, Ride -2, Sense Motive +3, Stealth -2, Survival +11, Swim -3,
Possessions goggles of minute seeing; hide +1; outfit (explorer's); scimitar; shield +1 (heavy/wooden);
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Defensive Training (Ex) Dwarves get a +4 dodge bonus to AC against humanoid creatures of the giant subtype.
Hardy (Ex) Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Hatred (Ex) Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.
Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
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
Stability (Ex) Dwarves receive a +4 bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning (Ex) Dwarves receive a +2 bonus on Perception skill checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, regardless of whether or not they are actively looking.
Trackless Step (Ex) You leave no trail in natural surroundings and cannot be tracked. You may choose to leave a trail if so desired.
Wild Empathy (Ex) You can improve the attitude of an animal. This abilty functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+1 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 Intellegence 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.
CHIEF LORPTH
CR 5
Male Boggard humanoid 3 / fighter 3
CE medium humanoid (boggard)
Init +1; Senses Darkvision (60 ft.), Low-light, Perception +3,
Languages Boggard
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AC 14, touch 11, flat-footed 13
hp 67 (6HD)
Fort +11, Ref +3, Will +1, +1 Will vs. fear
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Speed 20 ft. (4 squares) Swim 30 ft., Swamp Stride
Melee greatclub +1 (two handed) +10 ((two handed) 1d10+5)
Melee tongue +3 (0)
Face 5 ft. Reach 5 ft.
Base Atk +5; CMB +8 (+10 bullrush); CMD 19 (21 vs bullrush)
Atk Options Improved Bull Rush, Power Attack,
Special Actions Terrifying Croak (DC 14),
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Abilities Str 17, Dex 12, Con 20, Int 6, Wis 8, Cha 12
Special Qualities Armor Training, Bravery, Hold Breath, Sticky Tongue, Swamp Stride,
Feats Armor Proficiency, Heavy, Armor Proficiency, Light, Armor Proficiency, Medium, Cleave, Improved Bull Rush, Intimidating Prowess, Martial Weapon Proficiency, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Weapon Focus (Greatclub)
Skills Acrobatics +1, Appraise -2, Bluff +1, Climb +3, Craft (Untrained) -2, Diplomacy +1, Disguise +1, Escape Artist +1, Fly +1, Heal -1, Intimidate +13, Perception +3, Perform (Untrained) +1, Ride +1, Sense Motive -1, Stealth +1, Survival -1, Swim +11,
Possessions greatclub +1; outfit (peasant's); potion of cure moderate wounds; potion of shield of faith +2; salve of slipperiness;
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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
Bravery (Ex) You gain a +1 bonus to Will saves against fear effects.
Hold Breath (Ex) A boggard can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning or suffocating.
Sticky Tongue (Ex) A creature hit by a boggard's tongue attack cannot move more than 10 feet away from the boggard and takes a -2 penalty to AC as long as the tongue is attached (this penalty does not stack if multiple tongues are attached). The tongue can be removed by making an opposed Strength check as a standard action or by dealing 2 points of slashing damage to the tongue (AC 11, damage does not deplete the boggard's actual hit points). The boggard cannot move more than 10 feet away from the target, but the boggard can release its tongue as a free action. Unlike a giant frog, a boggard cannot pull targets toward it with its tongue.
Swamp Stride (Ex) A boggard can move through any sort of natural difficult terrain at its normal speed while within a swamp. Magically altered terrain affects a boggard normally.
Terrifying Croak (Su) Once per hour, a boggard can, as a standard action, emit a loud and horrifying croak. Any nonboggard creature within 30 feet of the boggard must make a DC 14 Will save or become shaken for 1d4 rounds. Creatures that succeed at this save cannot be affected again by the same boggard's croak for 24 hours. Creatures that are already shaken become frightened for 1d4 rounds instead.
LIAMAE TESLIKARIA
CR 2
Female Human sorcerer 3
LN medium humanoid (human, human)
Init +2; Senses Perception +3,
Languages Common
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AC 12, touch 12, flat-footed 10
hp 19 (3HD)
Fort +6, Ref +3, Will +6
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Speed 30 ft. (6 squares)
Face 5 ft. Reach 5 ft.
Base Atk +1; CMB +0; CMD 12
Known Sorcerer Spells (CL 3rd):
1st (6/day, 1 remaining) - charm person (DC 15) , magic missile , shield, identify
0th (at will) - acid splash , daze (DC 14) , detect magic , light , read magic (DC )
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Abilities Str 8, Dex 14, Con 13, Int 10, Wis 12, Cha 17
Special Qualities Arcane Bloodline, Arcane Bond, Bloodline Arcana, Bonus Feat, Cantrips, Familiar, Metamagic Adept, Skilled,
Feats Alertness, Eschew Materials, Great Fortitude, Iron Will, Simple Weapon Proficiency, Spell Focus (Enchantment)
Skills Acrobatics +2, Bluff +3, Climb -1, Diplomacy +3, Disguise +3, Escape Artist +2, Fly +8, Heal +1, Intimidate +3, Knowledge (Arcana) +6, Perception +3, Perform (Untrained) +3, Ride +2, Sense Motive +3, Spellcraft +6, Stealth +2, Survival +1, Swim -1,
Possessions outfit (explorer's); ring of protection +1; wand of mage armor; wand of shocking grasp;
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Arcane Bloodline Your family has always been skilled in the art of magic. While many of your relatives were accomplished wizards, your powers developed without the need for study and practice.
Arcane Bond (Su) You have selected to establish a powerful arcane bond with a creature.
Bloodline Arcana Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spell's DC by +1. This bonus does not stack with itself and does not apply to spells modified by the Heighten Spell feat.
Bonus Feat Humans select one extra feat at 1st level.
Cantrips You learn a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.
Familiar A familiar grants special abilities to its master. These special abilities apply only when the master and familiar are within 1 mile of each other.
Metamagic Adept (Ex) You can apply any one metamagic feat you know to a spell you are about to cast without increasing the casting time. You must still expend a higher-level spell slot to cast this spell. You can use this ability once per day.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
DEVORAZ KABRAN
CR 6
Male Half-Orc fighter 7
LN medium humanoid (orc, human)
Init +2; Senses Darkvision (60 ft.), Perception +0,
Languages Common, Orc
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AC 16, touch 13, flat-footed 13
hp 50 (7HD)
Fort +8, Ref +4, Will +2, +2 Will vs. fear
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Speed 30 ft. (6 squares)
Melee scimitar +1 +16/+11 (1d6+13/18-20)
Face 5 ft. Reach 5 ft.
Base Atk +7; CMB +13; CMD 26
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Abilities Str 22, Dex 14, Con 13, Int 10, Wis 10, Cha 7
Special Qualities Armor Training, Bravery, Intimidating, Orc Blood, Orc Ferocity, Weapon Familiarity, Weapon Training,
Feats Armor Proficiency, Heavy, Armor Proficiency, Light, Armor Proficiency, Medium, Athletic, Diehard, Dodge, Endurance, Great Fortitude, Intimidating Prowess, Martial Weapon Proficiency, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Weapon Focus (Scimitar), Weapon Specialization (Scimitar)
Skills Acrobatics +2, Bluff -2, Climb +18, Diplomacy -2, Disguise -2, Escape Artist +2, Fly +2, Intimidate +6, Perform (Untrained) -2, Profession (Sailor) +10, Ride +2, Stealth +2, Swim +18,
Possessions belt of giant strength +2; masterwork studded leather; outfit (peasant's); scimitar +1;
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Armor Training (Ex) You are more maneuverable while wearing armor. Whenever you are wearing armor, you reduce the armor check penalty by 2 and increase the maximum Dexterity bonus allowed by your armor by +2
Bravery (Ex) You gain a +2 bonus to Will saves against fear effects.
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.
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.
Weapon Training (Ex) Attacks with a weapon from listed groups, gain a bonus on attack and damage rolls. (Included in weapon blocks), Heavy Blades +1
BUO GORG
CR 6
Male Boggard (Priest-King) humanoid 3 / cleric 5
CE medium humanoid (boggard)
Init +1; Senses Darkvision (60 ft.), Low-light, Perception +11,
Aura Aura of Chaos, Aura of Evil,
Languages Boggard
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AC 19, touch 11, flat-footed 18
hp 73 (8HD)
Fort +13, Ref +3, Will +12
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Speed 20 ft. (4 squares) Swim 30 ft.
Melee masterwork spear (two handed) +10 ((two handed) 1d8+6/x3)
Ranged masterwork spear (thrown) +7 (1d8+4/x3)
Melee tongue +9 (0+4)
Face 5 ft. Reach 5 ft.
Base Atk +5; CMB +9; CMD 20
Special Actions Channel Negative Energy (3d6, DC 13, 4/day), Touch of Chaos (10/day), Vision of Madness (10/day),
Prepared Spells Prepared Spell List
Cleric (CL 5th):
3rd - cure serious wounds (DC 20) (already cast), magic circle against law (DC 20) (already cast), summon monster iii
2nd - cure moderate wounds (2, 1 already cast) (DC 19), silence (already cast), summon monster ii (already cast), *touch of idiocy (DC ) (already cast)
1st - command (DC 18) (already cast), confusion (lesser) (DC 18) , cure light wounds (2, already cast) (DC 18) , obscuring mist , summon monster i
0th - detect poison , guidance (DC 17) , mending (DC 17) , stabilize (DC 17)
*: Domain spell.
Deity Lamashtu; Domains Chaos, Madness,
Innate Spell-Like Abilities: fog cloud ( 1/day) jump ( DC 12, 1/day) summon swarm ( 1/day)
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Abilities Str 18, Dex 13, Con 19, Int 8, Wis 24, Cha 12
Special Qualities Aura of Chaos, Aura of Evil, Orisons, Spontaneous Casting,
Special Abilities Sticky Tongue (Ex), Swamp Stride (Ex), Terrifying Croak (Ex) DC 12
Feats Armor Proficiency, Light, Armor Proficiency, Medium, Brew Potion, Combat Casting, Great Fortitude, Improved Great Fortitude, Shield Proficiency, Simple Weapon Proficiency
Skills Acrobatics +17, Appraise -1, Bluff +1, Climb +4, Craft (Untrained) -1, Diplomacy +1, Disguise +1, Escape Artist +1, Fly +1, Heal +15, Intimidate +1, Perception +11, Perform (Untrained) +1, Ride +1, Sense Motive +7, Spellcraft +8, Stealth +1, Survival +7, Swim +12,
Possessions headband of inspired wisdom +2; leather +1; masterwork spear; potion of sanctuary; vestments (cleric's); wand of cure light wounds;
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Aura of Chaos (Ex) You project a strong chaotic aura.
Aura of Evil (Ex) You project a strong evil aura.
Channel Negative Energy (Su) You can unleash a wave of negative energy. You must choose to deal 3d6 points of positive energy damage to living creatures or to heal undead creatures of 3d6 points of damage. Creatures that take damage from channeled energy receive a DC 13 Will save to halve the damage. You can use this abilty 4 times per day.
Hold Breath
Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Spontaneous Casting You can channel stored spell energy into inflict 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 inflict spell of the same spell level or lower (an inflict spell is any spell with "Inflict" in its name).
Touch of Chaos (Sp) You can imbue a target with chaos as a melee touch attack. For the next round, any time the target rolls a d20, he must roll twice and take the less favorable result. You can use this ability 10 times per day.
Vision of Madness (Sp) You can give a creature a vision of madness as a melee touch attack. Choose one of the following; attack rolls, saving throws, or skill checks. The target receives a +2 bonus to the chosen rolls and a -2 penalty to the other two types of rolls. This effect fades after 3 rounds. You can use this ability 10 times per day.
LAVINIA VANDERBOREN CR 1
Female Human aristocrat 2 / rogue 1
NG medium humanoid (human, human)
Init +2; Senses Perception -1,
Languages Common
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AC 12, touch 12, flat-footed 10
hp 22 (3HD)
Fort +1, Ref +4, Will +2
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Speed 30 ft. (6 squares)
Face 5 ft. Reach 5 ft.
Base Atk +1; CMB +1; CMD 13
Atk Options Sneak Attack 1d6,
Special Actions
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Abilities Str 10, Dex 15, Con 12, Int 14, Wis 8, Cha 15
Special Qualities Bonus Feat, Martial Training, Skilled,
Feats Armor Proficiency, Heavy, Armor Proficiency, Light, Armor Proficiency, Medium, Martial Weapon Proficiency (Rapier), Martial Weapon Proficiency, Persuasive, Shield Proficiency, Simple Weapon Proficiency, Skill Focus (Diplomacy), Tower Shield Proficiency, Weapon Finesse
Skills Acrobatics +6, Appraise +8, Bluff +8, Climb +4, Craft (Untrained) +2, Diplomacy +13, Disguise +2, Escape Artist +2, Fly +2, Heal -1, Intimidate +4, Knowledge (Local) +8, Knowledge (Local/Sargava) +5, Knowledge (Nobility) +8, Perception -1, Perform (String Instruments) +8, Perform (Untrained) +2, Profession (Sailor) +3, Ride +2, Sense Motive +5, Stealth +2, Survival -1, Swim +4,
Possessions outfit (explorer's); potion of cure light wounds; ring of protection +1;
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Martial Training (Ex) You may select one martial weapon to add to your list of weapon proficiencies. In addition, you may take the combat trick rogue talent up to two times.
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.
TOLIN KIENTAI
CR 2
Male Human ranger 3
LN medium humanoid (human, human)
Init +6; Senses Perception +7,
Languages Common
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AC 13, touch 13, flat-footed 10
hp 24 (3HD)
Fort +3, Ref +5, Will +2
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Speed 30 ft. (6 squares)
Ranged longbow (composite/strength rating+2) +5 (1d8+2/x3)
Melee masterwork sword (short) +8 (1d6+3/19-20)
Face 5 ft. Reach 5 ft.
Base Atk +3; CMB +6; CMD 19
Atk Options Favored Enemy (Humanoid (Reptilian)) +2,
Special Actions
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Abilities Str 17, Dex 14, Con 10, Int 8, Wis 13, Cha 12
Special Qualities Bonus Feat, Favored Terrain (Jungle) +2, Skilled, Track +1, Wild Empathy +4,
Feats Armor Proficiency, Light, Armor Proficiency, Medium, Dodge, Endurance, Improved Initiative, Martial Weapon Proficiency, Shield Proficiency, Simple Weapon Proficiency, Two-Weapon Fighting, Weapon Focus (Sword (Short))
Skills Acrobatics +2, Appraise -1, Bluff +1, Climb +3, Craft (Untrained) -1, Diplomacy +1, Disguise +1, Escape Artist +2, Fly +2, Handle Animal +7, Heal +1, Intimidate +6, Knowledge (Dungeoneering) +5, Knowledge (Nature) +5, Knowledge (Nature/Jungle) +2, Perception +7, Perform (Untrained) +1, Ride +8, Sense Motive +1, Stealth +2, Survival +6, Survival (Find Food) +4, Survival (Follow or identify tracks) +7, Swim +3,
Possessions arrow (x40); chain shirt +1; cloak of resistance +1; masterwork sword (short); outfit (explorer's); Longbow (Composite/Strength Rating+2) ;
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Favored Enemy (Humanoid (Reptilian)) (Ex) You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against reptilian humanoids. 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.
Favored Terrain (Jungle) (Ex) You gain a +2 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks when using these skills in jungle terrain . 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.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Track (Ex) You gain +1 to Survival checks made to follow or identify tracks.
Wild Empathy (Ex) You can improve the attitude of an animal. This abilty functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+4 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 Intellegence score of 1 or 2, but you take a -4 penalty on the check.
ZAN OLDAVIN
CR 2
Male Half-Elf rogue 3
TN medium humanoid (elf, human)
Init +3; Senses Low-light, Perception +10,
Languages Common, Elven
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AC 13, touch 13, flat-footed 10, Combat Expertise
hp 26 (3HD)
Fort +3, Ref +6, Will +0, +2 vs. enchantment spells and effects, +1 Reflex to avoid traps
Defensive Abilities Evasion, Trap Sense +1,
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Speed 30 ft. (6 squares)
Melee masterwork rapier +6 (1d6/18-20)
Ranged masterwork shortbow +6 (1d6/x3)
Face 5 ft. Reach 5 ft.
Base Atk +2; CMB +2; CMD 15
Atk Options Combat Expertise, Sneak Attack 2d6,
Special Actions
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Abilities Str 10, Dex 17, Con 14, Int 13, Wis 8, Cha 12
Special Qualities Adaptability, Elf Blood, Elven Immunities, Keen Senses, Multitalented, Surprise Attack, Trapfinding,
Feats Armor Proficiency, Light, Combat Expertise, Simple Weapon Proficiency, Skill Focus (Perception), Weapon Finesse
Skills Acrobatics +9, Appraise +1, Bluff +7, Climb +6, Craft (Untrained) +1, Diplomacy +7, Disable Device +10, Disguise +1, Escape Artist +9, Fly +3, Heal -1, Intimidate +1, Perception +10, Perception (Trapfinding) +11, Perform (Untrained) +1, Ride +3, Sense Motive -1, Stealth +9, Survival -1, Use Magic Device +7,
Possessions arrow (x40); goggles of minute seeing; masterwork buckler; masterwork rapier; outfit (explorer's); studded leather +1; Masterwork Shortbow ;
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Elf Blood (Ex) Half-elves count as both elves and humans for any effect related to race.
Elven Immunities (Ex) Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
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.
Keen Senses (Ex) Half-elves receive a +2 bonus on Perception skill checks.
Multitalented (Ex) Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
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 2d6 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.
Surprise Attack (Ex) During the surprise round, opponents are always considered flat-footed to you, even if they have acted.
Trapfinding (Ex) You add +1 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.
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.