
Shizvestus |
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No arguments her :) Stat blocks for ease of play, I'm using HeroLab, you can use which ever. Use which point system, or pick yer own, etc. Any level, etc. Doing them up for Golarion :)
You can use Generic, homebrew etc. as long as it's Pathfinder on this one and again lets not argue about stats or levels or whatever. Friendly is fine, it's for fun and learning and we can use them :)

Shizvestus |

KALINA LAVNA HALFLING FROM USTALAV CR 1/2
Female Halfling Druid 1
NG Small Humanoid (Halfling)
Hero Points 1
Init +3; Senses Perception +10
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DEFENSE
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Defense 13, flat-footed 10 (+3 Dex)
Armor DR: 3/magic or Large (+3 armor)
Critical Defense: +6 (+3 DR, +3 Dex)
Vig 9 (1d8) Wnd 28 (Threshold 14)
Fort +5, Ref +4, Will +7
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OFFENSE
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Spd 20 ft.
Melee Dagger +2 (1d3+1/19-20/x2) and
Quarterstaff -2 (1d4+1/1d4/20/x2) and
Shortspear +2 (1d4+1/20/x2) and
Silver Dagger, Masterwork +3 (1d3/19-20/x2) and
Unarmed Strike +2 (1d2+1/20/x2)
Druid Spells Known (CL 1, 2 melee touch, 4 ranged touch):
1 (2/day) Endure Elements (DC 15), Cure Light Wounds (DC 15), Hunter's Howl (DC 15)
0 (at will) Detect Poison, Purify Food and Drink (DC 14), Create Water, Detect Magic, Cure Minor Wounds
(DC 14)
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STATISTICS
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Str 12, Dex 16, Con 14, Int 16, Wis 18, Cha 16
Base Atk +0; CMB +0 (+2 Tripping); CMD 14 (16 vs. Trip)
Feats Big Game Hunter, Defensive Combat Training, Druid Weapon Proficiencies, Improved Trip
Traits Finding Haleen: Druid, Frostborn
Skills Acrobatics +5, Climb +7, Fly +5, Handle Animal +7, Heal +8, Knowledge (Nature) +9, Perception
+10, Profession (Herbalist) +8, Profession (Midwife) +8, Spellcraft +7, Stealth +7, Survival +10
Languages Common, Druidic, Dwarven, Goblin, Halfling, Sylvan
SQ Druid Domain: Wolf, Fearless, Hero Points (1), Improved Trip (bonus feat), Nature Sense (Ex),
Spontaneous Casting, Wild Empathy +4 (Ex)
Combat Gear Dagger, Leaf Armor, Quarterstaff, Shortspear, Silver Dagger, Masterwork; Other Gear
Adventurer's Sash (3 @ 1 lbs), Backpack (3 @ 1.5 lbs), Bedroll, Blanket, Flask, Flint and steel, Holly,
Holly and mistletoe, Holy symbol, silver: Green Faith, Pouch, belt (2 @ 3.66 lbs), Pouch, belt (empty),
Spell component pouch (4), Waterskin
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TRACKED RESOURCES
--------------------
Action Points - 0/5
Dagger - 0/1
Shortspear - 0/1
Silver Dagger, Masterwork - 0/1
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SPECIAL ABILITIES
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Big Game Hunter +1 to hit, +2 to damage Large or larger creatures.
p1
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
Druid Domain: Wolf Granted Powers: You run with the pack and are the master of the cold hunt of your
spirit totem.
Domain Spells: 1st - hunter's howl**, 2nd - bloodhound**, 3rd - aspect of the wolf **, 4th - strong jaw**, 5t
Fearless +2 morale bonus vs Fear saves.
Frostborn You gain a +4 trait bonus on any savings throws made to resist the effects of cold
environments, as well as a +1 trait bonus on all saving throws against cold effects.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Improved Trip You Trip at +2 and don't cause an attack of opportunity.
Improved Trip (bonus feat) You gain Improved Trip as a bonus feat.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Wild Empathy +4 (Ex) Improve the atttitude of an animal, as if using Diplomacy.
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Little Kalina (Lavik for Rowan Tree) is a Halfling from the Lavik lands of Ustalav. And as such is very
Lavik in traditions and beliefs. On one side of the Lavik traditional folk beliefs are the Varisians and the
other are the Skalds with lots of Kellid mixed in. The other great groups of Lavik peoples are Issia,
Rossland and Brevoy.
She follows the old folk beliefs of the Green Faith, fears Baba Yaga, and lives in a little sod hut that has
grass growing off the sides and roof and would be invisible in the trees except for the windows, door,
chimney and the fence around with things in the yard. Living in the forest has many advantages for the
Lavik halflings, from the taiga forests and waterways to the mountains of Ustalav, they hunt, fish, and sail
the rivers and lakes and live under the great tree roots or in halfling holes, small wooden houses or sod
huts. Life is hard but good.
Especially for a Midwife and healer.
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com

Shizvestus |

Adding a little Slavic Flavour to Golarion ;)
RULENSKA VORVALESKA CR 1
Female Halfling Commoner 2 Expert 1
NG Small Humanoid (Halfling)
Hero Points 1
Init +1; Senses Perception +7
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DEFENSE
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Defense 11, flat-footed 10 (+1 Dex)
Armor DR: 0
Critical Defense: +1 (+1 Dex)
Vig 20 (1d8+2d6) Wnd 20 (Threshold 10)
Fort +1, Ref +2, Will +4
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OFFENSE
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Spd 20 ft.
Melee Quarterstaff +1 (1d4-1/20/x2) and
Unarmed Strike +1 (1d2-1/20/x2)
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STATISTICS
--------------------
Str 8, Dex 12, Con 10, Int 12, Wis 12, Cha 12
Base Atk +1; CMB -1; CMD 10
Feats Skill Focus: Heal, Well-Prepared: Survival
Traits Devotee of the Green: Knowledge (Nature), Helpful
Skills Acrobatics +3, Appraise +5, Climb +1, Fly +3, Handle Animal +5, Heal +10, Knowledge (Nature) +6,
Perception +7, Profession (Cook) +5, Profession (Gardener) +5, Profession (Herbalist) +6, Profession
(Midwife) +6, Sense Motive +5, Stealth +5, Survival +5
Languages Common, Dwarven, Halfling
SQ Cold weather outfit, Fearless, Hero Points (1), Leeching Kit
Combat Gear Arrow, Durable, Quarterstaff; Other Gear Bedroll, Blanket, Blanket, winter, Bottle, glass (6),
Bread, per loaf, Bucket (empty), Bucket (empty), Candle (5), Cheese, hunk of, Chest, Small (empty), Cold
weather outfit, Cooking kit, Fishhook, Flint and steel, Garlic, Hammer, Hammock, Harrow Deck, Healer's
kit (10 uses), Holly and mistletoe, Holy symbol, wooden: Green Faith, Jug, clay (2), Lamp, common,
Leeching Kit, Mug/Tankard, clay (4), Oil (1-pint flask) (2), Pitcher, clay, Pot, iron, Pouch, belt (empty),
Pouch, belt (empty), Red and white scarf, Sack (empty), Sack (empty), Saw, Sewing needle (2), Sledge,
Slouch Hat (wide brimmed Fedora like the one depicted on Odin all the time), Soap (per lb), Spade or
shovel, Twine (50'), Whetstone
--------------------
TRACKED RESOURCES
--------------------
Action Points - 0/6
Arrow, Durable - 0/1
Healer's kit (10 uses) - 0/10
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SPECIAL ABILITIES
--------------------
Cold weather outfit +5 Fort save vs. cold weather.
Fearless +2 morale bonus vs Fear saves.
Helpful Aid another grants allies a +4 bonus (instead of usual +2).
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Leeching Kit +2 Heal to treat poison.
p1
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
Well-Prepared: Survival DC 10+ gp cost check and you "happen" to have the desired item on your
person.
--------------------
Halfling from the Lavik lands of Ustalav. And as such is very Lavik in traditions and beliefs. On one side
of the Lavik traditional folk beliefs are the Varisians and the other are the Skalds with lots of Kellid mixed
in. The other great groups of Lavik peoples are Issia, Rossland and Brevoy.
They follow the old folk beliefs of the Green Faith, fears Baba Yaga, and live in a little sod hut that has
grass growing off the sides and roof and would be invisible in the trees except for the windows, door,
chimney and the fence around with things in the yard. Living in the forest has many advantages for the
Lavik halflings, from the taiga forests and waterways to the mountains of Ustalav, they hunt, fish, and sail
the rivers and lakes and live under the great tree roots or in halfling holes, small wooden houses or sod
huts. Life is hard but good.
Especially for a Midwife and healer.
Her gear is mostly at her house.

Shizvestus |

TAJSA MORENKA CR 1/2
Female Halfling Witch 1
NG Small Humanoid (Halfling)
Hero Points 1
Init +2; Senses Perception +3
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DEFENSE
--------------------
Defense 12, flat-footed 10 (+2 Dex)
Armor DR: 0
Critical Defense: +2 (+2 Dex)
Vig 6 (1d6) Wnd 24 (Threshold 12)
Fort +2, Ref +3, Will +4
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OFFENSE
--------------------
Spd 20 ft.
Melee Dagger +0 (1d3-1/19-20/x2) and
Hanbo +0 (1d4-1/20/x2) and
Quarterstaff +0 (1d4-1/20/x2) and
Silver Dagger, Masterwork +1 (1d3-2/19-20/x2) and
Unarmed Strike +0 (1d2-1/20/x2) and
Wooden Stake +0 (1d3-1/20/x2)
Witch Spells Known (CL 1, 0 melee touch, 3 ranged touch):
1 (2/day) Cure Light Wounds (DC 14), Diagnose Disease
0 (at will) Detect Poison, Mending, Detect Magic, Spark (DC 13)
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STATISTICS
--------------------
Str 8, Dex 15, Con 12, Int 17, Wis 13, Cha 14
Base Atk +0; CMB -2; CMD 10
Feats Big Game Hunter, Witch Knife
Traits Devotee of the Green: Knowledge (Nature), Unafraid (Ustalav)
Skills Acrobatics +4, Climb +1, Fly +4, Heal +5, Knowledge (Arcana) +7, Knowledge (Nature) +8,
Perception +3, Profession (Herbalist) +5, Profession (Midwife) +5, Spellcraft +7, Stealth +6
Languages Common, Dwarven, Goblin, Halfling, Varisian
SQ Arcane Familiar Nearby, Empathic Link with Familiar (Su), Fearless, Healing (1d8+1) (Su), Hero Points
(1), Share Spells with Familiar
Combat Gear Dagger, Hanbo, Quarterstaff, Silver Dagger, Masterwork, Wooden Stake; Other Gear
Backpack (2 @ 1 lbs), Flint and steel, Harrow Deck, Pouch, belt (1 @ 3.24 lbs), Pouch, belt (empty), Red
and White (Slavic style) Scarf, Slouch Hat (wide brimmed fedora like the one often drawn on Odin), Spell
component pouch (2), Whetstone
--------------------
TRACKED RESOURCES
--------------------
Action Points - 0/5
Dagger - 0/1
Silver Dagger, Masterwork - 0/1
Wooden Stake - 0/1
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SPECIAL ABILITIES
--------------------
Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm's reach.
p1
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
Big Game Hunter +1 to hit, +2 to damage Large or larger creatures.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Fearless +2 morale bonus vs Fear saves.
Healing (1d8+1) (Su) Cure Light wounds at will (1/day/person).
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Share Spells with Familiar The wizard may cast a spell with a target of "You" on his familiar (as a touch
spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally
affect creatures of the familiar's type (magical beast).
Unafraid (Ustalav) You receive a +2 bonus on all saving throws made against fear affects.
Witch Knife Use dagger as focus for witch patron spells
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Beautiful little peasant girl known for healing. She wears white and red (Slavic Style) clothing and is
wealcome everywhere she goes. She lives in a small home underneath a Mountain Ash tree that her
ancestors dug out. It is fine and comfortable and well fernished with wooden walls, pantry, kitchen, bed
etc. The entrance is a wooden trapdoor with sod covering so it blends with the forest floor.

Shizvestus |

Witches Familiar
ZOYA CR 1/3
Male Goat
NN Small Magical Beast ((Animal))
Init +1; Senses Low-Light Vision; Perception +0
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DEFENSE
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Defense 11, flat-footed 10 (+1 Dex)
Armor DR: 2/magic or Large (+2 natural armor)
Critical Defense: +3 (+2 DR, +1 Dex)
Vig 3 (1d8) Wnd 24 (Threshold 12)
Fort +3, Ref +3, Will +3
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OFFENSE
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Spd 30 ft.
Melee Gore (Goat) +2 (1d4+1/20/x2) and
Unarmed Strike +2 (1d2+1/20/x2)
--------------------
STATISTICS
--------------------
Str 12, Dex 12, Con 12, Int 6, Wis 10, Cha 4
Base Atk +0; CMB +0; CMD 11 (15 vs. Trip)
Feats Country Born, Endurance
Tricks Attack [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel
[Trick]
Skills Fly +3, Heal +1, Knowledge (Nature) -1, Spellcraft -1, Stealth +9 Modifiers +4 to Survival to find
food, Acrobatics (Jump) +4
Languages
SQ Combat Riding [Trick], Hero Points (1), Improved Evasion (Ex)
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TRACKED RESOURCES
--------------------
Action Points - 0/5
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SPECIAL ABILITIES
--------------------
+4 to Survival to find food (Ex) You are particularly good at Survival in certain environments or
circumstances.
Acrobatics (Jump) +4 (Ex) You gain the specified bonus to acrobatics checks made to jump.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Country Born Ignore 1st fatigue/exhaution in a day, +1 Will
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

Shizvestus |

CITY WATCH CR 1/4
Male Kobold Warrior 1
LN Small Humanoid (Reptilian)
Hero Points 1
Init +1; Senses Darkvision (60 feet); Perception +2
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DEFENSE
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Defense 11, flat-footed 10 (+1 Dex)
Armor DR: 1/magic or Large (+1 natural armor)
Critical Defense: +2 (+1 DR, +1 Dex)
Vig 10 (1d10) Wnd 20 (Threshold 10)
Fort +2, Ref +1, Will +0
Weakness Light Sensitivity
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Unarmed Strike +1 (1d2-1/20/x2)
--------------------
STATISTICS
--------------------
Str 8, Dex 13, Con 10, Int 12, Wis 11, Cha 12
Base Atk +1; CMB -1; CMD 10
Feats Big Game Hunter, Improved Unarmed Strike
Traits Canter, Militia Veteran (any town or village): Profession (Soldier)
Skills Climb +3, Craft (Traps) +5, Fly +3, Perception +2, Profession (Soldier) +5, Stealth +9
Languages Common, Draconic
SQ Hero Points (1)
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TRACKED RESOURCES
--------------------
Action Points - 0/5
--------------------
SPECIAL ABILITIES
--------------------
Big Game Hunter +1 to hit, +2 to damage Large or larger creatures.
Canter If someone uses Bluff to give you a secret message, they get +5, if you attempt to intercept a
secret message with Sense Motive, you get +5.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Light Sensitivity (Ex) Dazzled as long as they remain in bright light.

Shizvestus |

GUARD CAPTAIN CR 2
Male Kobold Expert 2 Warrior 3
LN Small Humanoid (Reptilian)
Hero Points 1
Init +2; Senses Darkvision (60 feet); Perception +11
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DEFENSE
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Defense 12, flat-footed 10 (+2 Dex)
Armor DR: 7/magic or Large (+5 armor, +1 HD bonus, +1 natural armor)
Critical Defense: +9 (+7 DR, +2 Dex)
Vig 46 (3d10+2d8) Wnd 22 (Threshold 11)
Fort +3, Ref +3, Will +6
Weakness Light Sensitivity
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Dagger +5 (1d3/19-20/x2) and
Glaive +5 (1d8/20/x3) and
Unarmed Strike +5 (1d2/20/x2)
Ranged Crossbow, Light +7 (1d6/19-20/x2)
--------------------
STATISTICS
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Str 10, Dex 14, Con 11, Int 14, Wis 14, Cha 13
Base Atk +4; CMB +3 (+5 Grappling); CMD 16 (18 vs. Grapple)
Feats Big Game Hunter, Defensive Combat Training, Improved Grapple, Improved Unarmed Strike
Traits Canter, Militia Veteran (any town or village): Profession (Soldier)
Skills Acrobatics +1, Appraise +6, Bluff +5, Climb +4, Craft (Traps) +6, Diplomacy +6, Escape Artist -1,
Fly +1, Knowledge (Local) +6, Knowledge (Nobility) +3, Perception +11, Profession (Soldier) +11, Ride -1,
Sense Motive +10, Stealth +8, Survival +6, Swim +1
Languages Common, Draconic, Goblin
SQ Hero Points (1)
Combat Gear Armored Coat, Armored Kilt, Bolts, Crossbow (10), Crossbow, Light, Dagger, Glaive; Other
Gear Caltrops, Pouch, belt (1 @ 2 lbs), Pouch, belt (1 @ 2.84 lbs), Pouch, belt (empty), Pouch, belt
(empty)
--------------------
TRACKED RESOURCES
--------------------
Action Points - 0/7
Bolts, Crossbow - 0/10
Dagger - 0/1
--------------------
SPECIAL ABILITIES
--------------------
Big Game Hunter +1 to hit, +2 to damage Large or larger creatures.
Canter If someone uses Bluff to give you a secret message, they get +5, if you attempt to intercept a
secret message with Sense Motive, you get +5.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Improved Grapple You grapple at +2, with no attacks of opportunity allowed.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.