Stormblade Stats


Shackled City Adventure Path

Dark Archive

Hello all, my "Lords of Oblivion" session went awesomely, and they are now knee deep in Oblivion. My PCs went out though and convinced the Stormblades to come with them. So far I've BSed their attacks but I would love to stat them out. Anyone have stats they made for the Stormblades?


I can help you out there! I'll put them up one at a time for convenience.

Annah Taskerhill: Female Human Ari1/Brd14; CR 14; Medium humanoid; HD: 1d8+1 plus 14d6+14; hp 71; Init +5; Spd 30 ft.; AC 19, touch 14, flat-footed 18; BAB +10; Grap +9; Atk +14 melee (1d6+1, +1 rapier); Full Atk +14/+9 melee (1d6+1, +1 rapier); SA: bardic music 14/day; SQ: bardic knowledge +16; AL CN; SV Fort +7, Ref +12, Will +13; Str 8, Dex 13, Con 12, Int 14, Wis 10, Cha 22.

Skills and Feats: Bluff +24, Diplomacy +26, Gather Information +26, Knowledge (local) +20, Knowledge (nobility and royalty) +20, Perform (sing) +24, Sense Motive+18; Dodge, Exotic Weapon Proficiency (whip), Improved Initiative, Mobility, Weapon Finesse, Weapon Focus (rapier).

Spells/day: (4/5/5/4/4/2) Save DC: 16 + spell level
0-dancing lights, detect magic, ghost sound, mage hand, mending, read magic; 1st-charm person, cure light wounds, expeditious retreat, Tasha's hideous laughter; 2nd-mirror image, hold person, shatter, summon swarm; 3rd-charm monster, dispel magic, good hope, haste; 4th-dominate person, freedom of movement, greater invisibility, hold monster; 5th-greater heroism, mislead, song of discord

Possessions: Amulet of natural armor +2, bracers of armor +3, cloak of resistance +2, ring of protection +3, +2 rapier, masterwork whip, masterwork light crossbow with 20 bolts, masterwork lute, gold ring, wand of cat's grace (15 charges), earrings of Cha +4


Cora Lathenmire: Female Human Ari1/Ftr8/Duelist6; CR 14; Medium humanoid; HD: 1d8+3 plus 8d10+24 plus 6d10+18; hp 152; Init +6; Spd 40 ft.; AC 29, touch 17, flat-footed 24; BAB +14; Grap +16; Atk +20 melee (1d6+5+1 Con, +1 rapier of wounding); Full Atk +20/+15/+10 melee (1d6+5+1 Con, +1 rapier of wounding); SA: acrobatic charge, precise strike +1d6; SQ: canny defense, enhanced mobility, grace, improved reaction +2; AL CN; SV Fort +11, Ref +14, Will +6; Str 14, Dex 19, Con 16, Int 12, Wis 8, Cha 12.

Skills and Feats: Appraise +5, Bluff +15, Handle Animal +7, Knowledge (nobility and royalty) +5, Perform (dance) +4, Ride +9, Sense Motive +13, Tumble +19; Blind-Fight, Cleave, Dodge, Improved Critical (rapier), Lightning Reflexes, Mobility, Power Attack, Quick Draw, Spring Attack, Weapon Finesse, Weapon Focus (rapier), Weapon Specialization (rapier).

Possessions: +1 rapier of wounding, +2 mithral breastplate, +1 heavy steel shield, amulet of natural armor +2, ring of protection +2, gloves of Dexterity +4, headband of intellect +2, boots of striding and springing


I got lazy with the last two guys' skills, so I didn't put them here. Feel free to come up with them on your own though. :)

Todd Vanderboren: Male Human Ari1/Rog7/Asn7; CR 14; Medium humanoid; HD: 1d8+1 plus 7d6+7 plus 7d6+7; hp 78; Init +10; Spd 30 ft.; AC 23, touch 19, flat-footed 17; BAB +10; Grap +11; Atk +17 melee (1d6+2+1 Con, +1 rapier of wounding); Full Atk +17/+12 melee (1d6+2+1 Con, +1 rapier of wounding); SA: : sneak attack +8d6, trapfinding, poison use, death attack (DC 19); SQ: improved uncanny dodge, evasion, trap sense +2, +3 saves vs. poison; AL CE; SV Fort +5, Ref +16, Will +6; Str 12, Dex 22, Con 13, Int 14, Wis 12, Cha 8.

Feats: Dodge, Improved Initiative, Mobility, Spring Attack, Weapon Finesse, Weapon Focus (rapier).

Spells/day: (4/4/2) Save DC: 12 + spell level
1st-feather fall, ghost sound, obscuring mist, true strike; 2nd-alter self, cat's grace, pass without trace, spider climb; 3rd-false life, magic circle against good, nondetection

Possessions: Amulet of natural armor +1, bracers of armor +4, ring of protection +2, +1 rapier of wounding, gloves of Dexterity +4, 1 dose of black lotus extract, 2 doses of dragon bile, 2 potions of cure moderate wounds


Sorry, the boards went down last night before I could get Zach's stats up. But here they are for your enjoyment!

Zachary Aslaxin II: Male Human Ari1/Clr7/Rgr7; CR 14; Medium humanoid; HD: 1d8 plus 7d8 plus 7d8; hp 74; Init +4; Spd 30 ft.; AC 24, touch 15, flat-footed 20; BAB +12; Grap +13; Atk +19 melee (1d6+3, +2 rapier; Full Atk +17/+12/+7 melee (1d6+3, +2 rapier; and +16/+11/+6 (1d4+2, +2 kukri) SA: turn undead +8 3/day, improved combat style (two-weapon fighting); SQ: woodland stride, favored enemy (reptilian humanoids +2, undead +2); AL CN; SV Fort +10, Ref +11, Will +13; Str 12, Dex 18, Con 10, Int 8, Wis 18, Cha 13.

Feats: Dodge, Die Hard, Endurance, Greater Two-weapon Fighting, Track, Two-weapon Defense, Weapon Finesse, Weapon Focus (rapier).

Ranger Spells/day: 2; Save DC: 14 + spell level
1st-entangle, longstrider

Cleric Spells/day: (6/6/5/4/3) Save DC: 14 + spell level
Domains: Luck (reroll 1/day) and Strength (+7 Strength for 1 round 1/day)
0-cmw x3, guidance, mending, purify food and drink; 1st-bless, cause fear, divine favor, entropic shield*, obscuring mist, shield of faith; 2nd-align weapon, bull's strength*, hold person, remove paralysis, silence; 3rd-invisibility purge, prayer, protection from energy*, searing light; 4th-death ward, divine power, freedom of movement*

Possessions: +3 mithral chain shirt, amulet of natural armor +1, ring of protection +1, gloves of Dexterity +2, periapt of Wisdom +2, +2 rapier, +2 kukri, +2 composite longbow, boots of speed


I recently used the stormblades as part of the Umber hulk rampage in the 3rd installment of the AP

I took Braniac's stats, and the stats from the Flood Season web enhancement and kind of worked from there. Here's what I came up with:

Annah Taskerhill, Female Human Ari1/Brd6: CR 6; Medium Humanoid (human);
HD 1d8+1 plus 6d6+6; hp 30;
Init +1;
Spd 30 ft.;
AC 18*, 19 (dodge) touch 12, flat-footed 17*;
BAB +4; Grap +3;
Atk +7 melee (1d6¡V1/18¡V20, masterwork rapier) or +6 ranged (1d2 subdual, masterwork whip) or +6 ranged (1d8, masterwork light crossbow);
SA bardic music, countersong, fascinate, spells;
SQ bardic knowledge, inspire competence, inspire courage +1;sugestion
AL CN;
SV Fort +3, Ref +6, Will +7;
Str 8, Dex 13, Con 12, Int 14, Wis 10, Cha 16.
*Includes +4 bonus from mage armor.
Skills: Bluff +13, Diplomacy +19, Forgery +12, Gather Information +14, Knowledge (local) +12, Knowledge (nobility and royalty) +12, Perform (sing) +13, Sense Motive +13
Feats: Dodge; Exotic Weapon Proficiency (whip), Weapon Finesse (rapier), Weapon Focus (rapier).
Spells Known (3/4/3; base save DC = 13 + spell level): 0¡X dancing lights, detect magic, light, mage hand, mending, read magic; 1¡Xcharm person, cure light wounds, expeditious retreat, feather fall 2¡XCat¡¦s Grace; Mirror Image; Blur
Languages: Common, Elven, Gnome.
Possessions: Rapier +1; ring of protection +2, masterwork whip, masterwork light crossbow with 20 bolts, light steel shield, wand of cat¡¦s grace (15 charges), wand of mage armor (30 charges), 2 potions of cure light wounds, noble¡¦s outfit, masterwork lute, gold ring (80 gp), leather pouch containing 40 gp.

Cora Lathenmire, Female Human Ari1/Ftr6: CR 6; Medium Humanoid (human);
HD 1d8+3 plus 6d10+18; hp 63;
Init +1;
Spd 20 ft.;
AC 21, touch 11, flat-footed 20;
BAB +6/+1; Grap +8;
Atk +11 melee (1d6+3/18¡V20, rapier+1) or +7 ranged (1d8/„ª3, composite longbow);
AL CN;
SV Fort +8, Ref +6, Will +4;
Str 14, Dex 13, Con 16, Int 10, Wis 8, Cha 12.
Skills: Appraise +4, Bluff +5, Handle Animal +10, Knowledge (nobility and royalty) +4, Ride +13, Sense Motive +3.
Feats: Blind-Fight, Cleave; Lightning Reflexes, Mobility, Power Attack, Quick Draw, Weapon Focus (rapier). Languages: Common.
Possessions: +3 breastplate, +1 light steel shield, rapier +1, potion of bull¡¦s strength, composite longbow with 20 arrows, noble¡¦s outfit, leather pouch containing 12 gp and 10 sp.

Todd Vanderboren, Male Human Ari1/Rog6: CR 6; Medium Humanoid (human);
HD 1d8+1 plus 6d6+6; hp 40;
Init +7;
Spd 30 ft.;
AC 17, touch 13, flat-footed 14;
BAB +4; Grap +5;
Atk +11 melee (1d6+3/16¡V20, +2 keen rapier) or +8 ranged (1d6/„ª3, masterwork shortbow);
SA sneak attack +3d6;
SQ evasion, trap sense +2, trapfinding; uncanny dodge
AL CE;
SV Fort +3, Ref +8, Will +4;
Str 12, Dex 16, Con 13, Int 14, Wis 10, Cha 8.
Skills: Appraise +9, Bluff +7, Forgery +10, Disable Device +11, Hide +12, Knowledge (architecture and engineering) +5, Knowledge (local) +11, Knowledge (nobility and royalty) +6, Listen +10, Move Silently +12, Sense Motive +7, Tumble +12.
Feats: Dodge, Improved Initiative, Weapon Finesse (rapier), Weapon Focus (rapier).
Languages: Common, Dwarven, Gnome.
Possessions: +1 studded leather armor, +2 keen rapier, masterwork composite shortbow with 20 arrows, 3 sleep arrows, potion of hiding, potion of glibness, noble¡¦s outfit, masterwork thieves¡¦ tools, leather pouch containing 34 gp and 4 pp.

Zachary Aslaxin II, Male Human Ari1/Rgr3/Clr3CR 6; Medium Humanoid (human);
HD 6d8; hp 24;
Init +3;
Spd 30 ft.;
AC 21, touch 15, flat-footed 18; (includes shield of faith (+2)
BAB +5; Grap +6;
Atk +10 (+12 bull¡¦s strength) melee (1d6+4/18¡V20, masterwork rapier) and +6 (+8 bull¡¦s strength) melee (1d4+2, masterwork kukri), or +8 ranged (1d8+1, masterwork mighty composite longbow [+1 Str]);
SA combat style (two-weapon fighting), spells, favored enemy (humanoid¡Xreptilian +2);
SQ turn undead, wild empathy
AL CN;
SV Fort +4, Ref +4, Will +6;
Str 12 (16 bull¡¦s strength), Dex 16, Con 10, Int 8, Wis 14, Cha 13.
Skills: Concentration +9, Diplomacy +4, Heal +6, Intimidate +6, Knowledge (nobility and royalty) +3, Survival +9; Spot +3.
Feats: Dodge, Endurance, Exotic Weapon Proficiency (kukri), Track, Weapon Finesse, Weapon Focus (rapier)
Spells Prepared (4/3+1;2+1), base DC = 12 + spell level): 0¡Xguidance mending, purify food and drink. 1¡Xcause fear, entropic shield*, shield of faith, magic weapon 2¡X aid*, align weapon, bull¡¦s strength*, *Domain Spell. Domains: Luck (reroll 1/day), Strength
(feat of strength 1/day).
Languages: Common.
Possessions: +2 chain shirt, +1 rapier, masterwork kukri, masterwork mighty composite longbow
[+1 Str] with 20 masterwork arrows, wand of cure light wounds (10 charges), wand of light (35 charges), pearl of power (1st level), noble¡¦s outfit, silver holy symbol, leather pouch containing 7 gp.


It's not that I'm completely anal, but...

Well, okay, I am.

I re-did the Stormblades as most of them can't quite be written over to 3.5 with the feats they have. To have "Aristocrat" as a class, it has to be your first class, so they all began 1st level with a BAB of +0. Which means, for Todd, Cora, Annah, and Zachary, that two of the three regular progression feats (the ones taken at 1st level) can't be Weapon Finesse or Weapon Focus (as they've got a BAB of +0). I gave them all Weapon Finesse at 3rd level (except for Cora, who I waited till 9th, as she needs Weapon Finesse to qualify for Duelist, but has no earthly reason to take Weapon Finesse as her Strength outweighs her Dexterity, so I had her bump her Dex to 14 at 8th level, then take Weapon Finesse when it ties her Strength bonus).

This meant that most of them ended up with one bonus worth less on their rapier attack rolls, and that Annah couldn't have the whip (she can't manage two feats that require a +1 BAB pre-requisite, so I dumped the whip and have her firing ranged instead if she can), but that instead of taking Weapon Focus (rapier), Zachary is better off taking Weapon Finesse (rapier), as it gets him *more* of a bonus than the focus would.

I'll post here if anyone is as obnoxiously anal as I am. But it didn't sit right with me for them to have skewed feats.


Here's my take on the Stormblades (one at a time) as their original 4th level selves...

Annah Taskerhill, female human aristocrat 1/bard 3: CR 3; medium humanoid (human); HD 1d8+1 + 3d6+3; hp 19; Init +1; Spd 30ft; AC 16*, touch 11, flat-footed 15*; BAB +2; Grap +1; Atk or Full Atk +4 melee (1d6-1/18-20, masterwork rapier) or +4 ranged (1d8/19-20, masterwork light crossbow); SA bardic music, countersong, fascinate, spells; SQ bardic knowledge, inspire competence, inspire courage +1; AL CN; SV Fort +2, Ref +4, Will +5; Str 8, Dex 13, Con 12, Int 14, Wis 10, Cha 16.

* Includes +4 bonus from mage armor.

Skills: Bluff +10, Diplomacy +18, Forgery +7, Gather Information +12, Knowledge (local) +9, Knowledge (royalty and nobility) +9, Perform (sing) +10, Sense Motive +9.

Feats: Dodge, Negotiator, Weapon Finesse (rapier).

Languages: Common, Elven, Gnome.

Bard Spells Known (3/2; caster level 3): 0 – dancing lights, detect magic, light, mage hand, mending, read magic; 1 – charm person (DC 14), cure light wounds, expeditious retreat.

Possessions: Masterwork rapier, masterwork light crossbow with 20 bolts, light steel shield, wand of cat’s grace (15 charges), wand of mage armor (30 charges), 2 potions of cure light wounds, noble’s outfit, masterwork lute, gold ring (80 gp), leather pouch containing 40 gp.

Changes: I upped Annah’s hit points by two to follow the typical pattern of alternating one-above and one-below the mid-line of hit points you normally see. Since she couldn’t qualify for both the Weapon Finesse (rapier) feat and the other two listed in her stats (both Exotic Weapon Proficiency and Weapon Focus require a BAB of +1, and she had to have taken Aristocrat as her first level, so she didn't have the BAB pre-requisite for her first two feats), I gave her Dodge to make her a little harder to hit, and Negotiator, as it suits her character description of “knowing how to say exactly the right thing at the right time.”)


Cora Lathenmire, female human aristocrat 1/fighter 3: CR 3; medium humanoid (human); HD 1d8+3 plus 3d10+9; hp 33; Init +1; Spd 30ft; AC 18, touch 11, flat-footed 17; BAB +3; Grap +5; Atk or Full Atk +7 melee (1d6+2/18-20, masterwork rapier) or +4 ranged (1d8/x3, composite longbow); AL CN; SV Fort +6, Ref +4, Will +2; Str 14, Dex 13, Con 16, Int 10, Wis 9, Cha 12.

Skills: Appraise +4, Bluff +5, Handle Animal +7, Knowledge (nobility and royalty) +4, Perform (dance) +1, Ride +10, Sense Motive +1.

Feats: Blindfight, Lightning Reflexes, Power Attack, Weapon Focus (rapier).

Languages: Common.

Possessions: Masterwork breastplate, +1 light steel shield, masterwork rapier, potion of bull’s strength, composite longbow with 20 arrows, noble’s outfit, leather pouch containing 12 gp and 10 sp.

Changes: Cora didn’t require a whole lot of tweaking, with the exception of a few skill points. She had to put one skill point into Perform (bear with me here). If she wants to qualify for Duelist, as they have her listed, after reaching 8th level in fighter, she’ll have to spend all three fighter skill points earned as a human fighter from 4th to 8th level on Tumble and Perform. (ie: at 4th through 8th level, she can gain a +1 to Tumble, and a +1/2 to Perform). So, right now, at 4th level, she has to already have a half-rank in Perform, in order to reach the requirement of 5 ranks of Tumble and 3 ranks of Perform by the time she’s a 9th level character (and can thereby qualify for Duelist at her 10th level). She also has to take the Weapon Finesse feat, Dodge feat, and the Mobility feat before then. I left Weapon Finesse until she reached 9th level, as at 8th level, she could raise her dexterity to 14, and at least that way it’s not a complete waste of a feat (since it would make her dexterity bonus match her strength bonus). Dodge and Mobility can easily be tucked in prior to then with all her fighter bonus feats.


Todd Vanderboren, male human aristocrat 1/rogue 3: CR 3; medium humanoid (human); HD 1d8+1 plus 3d6+3; hp 22; Init +7; Spd 30ft; AC 17, touch 13, flat-footed 14; BAB +2; Grap +3; Atk or Full Atk +6 melee (1d6+1/18-20, masterwork rapier) or +6 ranged (1d6/x3, masterwork composite shortbow); SA sneak attack +2d6; SQ evasion, trap sense +1, trapfinding; AL CE; Fort +2, Ref +6, Will +3; Str 12, Dex 16, Con 13, Int 14, Wis 10, Cha 8.

Skills: Appraise +6, Balance +5, Bluff +4, Diplomacy +1, Disable Device +8, Disguise +3, Forgery +9, Gather Information +1, Hide +9, Intimidate +1, Jump +3, Knowledge (architecture and engineering) +5, Knowledge (local) +8, Knowledge (nobility and royalty) +6, Listen +5, Move Silently +9, Sense Motive +3, Tumble +9.

Feats: Deceitful, Improved Initiative, Weapon Finesse (rapier).

Languages: Common, Dwarven, Gnome.

Possessions: +1 studded leather armor, masterwork rapier, masterwork composite shortbow with 20 arrows, 3 sleep arrows, elixer of hiding, elixer of glibness, noble’s outfit, masterwork thieves tools (bonus not included above), leather pouch containing 34 gp and 4 pp.

Changes: I didn’t mess with Todd’s hit points, though they’re a bit higher than average rolls. I put in all the skill synergies, except for Sleight of Hand (which you can’t use untrained anyway). Since Todd can’t qualify for both Weapon Finesse and Weapon Focus, I chose Finesse (it’s more useful for him), and tucked in Deceitful to match his write-up as he “keeps the true extents of his depravity well concealed.” As a result, he loses a bit of a punch with his rapier, but gets a tad more slippery (and merges well with his eventual levels in Assassin, which requires Disguise anyway). His equipment had a bit of a tweak in that the 3.0 potion of hiding became a 3.5 elixer of hiding. I’m not sure if there’s an equivalent for the potion of glibness, but I simply named it an elixir of glibness and assume it does what the previous incarnation did. Perhaps a potion of nondetection or misdirection might have been better.


Zachary Aslaxin II, male human aristocrat 1/ranger 2/cleric 1: CR 3; medium humanoid (human); HD 4d8; hp 18; Init +3; Spd 30ft; AC 17, touch 13, flat-footed 14; BAB +2; Grap +3; Atk +6 melee (1d6+1/18-20, masterwork rapier) or +6 ranged (1d8+1/x3, mighty masterwork composite longbow [+1 Str]); Full Atk +4 melee (1d6+1/18-20, masterwork rapier) and +2 melee (1d4+1/19-20, masterwork kukri) or +6 ranged (1d8+1/x3, mighty masterwork composite longbow [+1 Str]); SA combat style (two-weapon fighting), spells, favored enemy (humanoid (reptilian) +2); SQ turn undead, wild empathy; AL CN; SV Fort +5, Ref +5, Will +6; Str 12, Dex 16, Con 10, Int 8, Wis 14, Cha 13.

Skills: Concentration +6, Diplomacy +4, Heal +5, Intimidate +5, Knowledge (nature) +3, Knowledge (nobility and royalty) +3, Survival +8.

Feats: Dodge, Mobility, Track, Weapon Finesse (rapier).

Languages: Common.

Cleric Spells Prepared (caster level 1): 0 – guidance, mending, purify food and drink; 1st – cause fear (DC 13), entropic shield*, shield of faith.

*Domain spell. Domains: Luck (reroll 1/day), Strength (feat of strength 1/day).

Possessions: Masterwork chain shirt, masterwork rapier, masterwork kukri, masterwork mighty composite longbow [+1 Str] with 20 masterwork arrows, wand of cure light wounds (10 charges), wand of light (35 charges), pearl of power (1st level), noble’s outfit, silver holy symbol, leather pouch containing 7 gp.

Changes: Zachary’s saves needed adjusting, and instead of taking weapon focus (rapier) I had him take weapon finesse (rapier) as (a) it suits the group’s theme better, and (b) it gives him more bonus for his feat. He didn’t have to spend a feat on exotic weapon proficiency for the kukri, as in 3.5, it’s not an exotic weapon, so I gave him mobility instead. He had some skill points left over, so I nudged a few into Knowledge (nature) since he is, after all, a ranger.


I knew I loved these boards. I Just swiped the stats for my 13 cages session this weekend.

Thanks Brainiac!

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