AC 16, touch 12, flat-footed 14 +4 deflection vs. evil hp 13/13Fort +5, Ref +2, Will +0; +4 resistance vs. evil
About Singi Stensen
Female human (Ulfen) fighter (two-handed fighter) 1/shadows student of war 1/gestalt 1 (Pathfinder RPG Advanced Player's Guide 108, Pathfinder RPG Adventurer's Guide)
CG Medium humanoid (human)
Init +3; Senses Perception +4
Aura protective aura (10 ft.)
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex; +4 deflection vs. evil)
hp 13 (1d10+3)
Fort +5, Ref +2, Will +0; +4 resistance vs. evil
Speed 30 ft.
Melee lucerne hammer +7 (1d12+7) or
. . warhammer +6 (1d8+5/×3)
Ranged shortbow +3 (1d6/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with lucerne hammer)
Str 20, Dex 14, Con 15, Int 14, Wis 10, Cha 8
Base Atk +1; CMB +6; CMD 18
Feats Cleave, Power Attack, Weapon Focus (lucerne hammer)
Traits - custom trait -, healthy, veteran of battle
Skills Craft (blacksmith) +8, Disable Device +4, Intimidate +5, Knowledge (arcana) +6, Knowledge (geography) +6, Knowledge (nature) +6, Perception +4, Sense Motive +4, Spellcraft +6, Survival +0 (+2 to avoid becoming lost), Swim +3 (+4 vs. nonlethal damage after swimming for more than an hour)
Languages Common, Goblin, Skald, Sylvan
SQ know your enemy
Other Gear chain shirt, arrows (40), lucerne hammer[APG], shortbow, warhammer, pale blue rhomboid ioun stone, wayfinder[ISWG], backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), masterwork tool, mess kit[UE], pot, soap, thieves' tools, torch (10), trail rations (5), waterskin, 52 gp
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Know Your Enemy (+1, move action, 1 minute) (Ex) Roll knowledge check to assume stance vs. 1 foe for duration. Bonus to certain stats and grants feat or enhance if already have feat.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Protective Aura (+4, 10 ft.) (Su) +4 to AC and saves vs. evil, and protection from evil effect. Standard for 10 ft aura.
Venture-Captain Ambrus Valsin runs the daily operations of the Grand Lodge at the Decemvirate's command. Meticulous with details and annoyed by inefficiency, Ambrus makes a point to supervise all important duties within the Grand Lodge, and keeps a long list of relatively safe but time-consuming jobs on file, ready to hand out to rookie Pathfinders to keep them busy and out of the way of more experienced agents. Tall and meticulously groomed, Ambrus doesn't appreciate backtalk and reserves particularly strenuous assignments for those who annoy him.
Benefit – Intimidate is a Class Skill for you and you gain a +2 Legacy Bonus to that Skill.
Valsin’s Wayfinder: Scarlet and Green Cabochon (Ioun Stone) - Endurance Feat, Pale Blue Rhomboid (Ioun Stone) - '+2 Strength
Signi Stensen is an ulfen woman in her mid 20’s. She stands about 5’6” with blond hair and tribal tatoos on her chest and arms.
She finished up the first part of her blacksmith apprenticeship in the Land of the Linnorum Kings. There was an accident and one of her fellow apprentices were killed. It wasn’t her fault, but the other apprentices decided that she should take the fall for it. After all the daughter of a coward would cause an accident like that. The Master smith she apprenticed under knew she didn’t have anything to do with the accident. It was the son of the Chief, Jargor who was the cause. Elkir decided to save her life and pulled some strings with the Pathfinder Society to get her assigned to a Mastersmith who works at the Grand Lodge.
Singi was angry about what happened, but soon realized that she has a new chance. No one knows her in Abasalom, and her work is where her worth is. She’s determined to make the best of it, and not let the Pathfinders down.
Not long after arriving she noticed the open windows on some of the classrooms. She found herself drawn to the lectures. She’s been working at the smithy inside the Grand Lodge for a couple of years. While she’s been there Ambrus Valsin has found her taking her breaks underneath the windows of the classrooms. Mainly listening to the history of war and battle classes. He would also catch her sitting in a tree watching the fighting practice. She even went so far as to check a book or two out of the library under a student's name to read at night.
This annoyed him, and some say he recruited Singi into the Pathfinders just to give her the worst assignments. The truth is he got tired of tripping over her, and made a deal with she would spend half her days at the forge and the other half training as a Pathfinder. He’s taken Singi under his wing, and lead her in her classes and fighter training. She’s excelled, and he has decided it’s time to send out his student on her first assignment. It’s going to be a big one.
No one knows she’s a Pathfinder outside the Lodge, and she does have an actual skill that is useful to the colony. Ambrus has asked Singi to get a spot on that boat. He wants her to find out why the Bountiful Venture Company doesn’t want Pathfinders anywhere near their colony, and report back with any findings.
Ambrus gifts her with his wayfinder, and tells Singi to watch her back and remember her lessons from the society and the ones she learned as a young girl living as an outcast. The lessons to be strong, to be tough, and to be smart.
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