Wednesday, June 27, 2012

Ihlosi

Male Cheetah
NN Small Animal
Init +5; Senses Low-Light Vision, Scent; Perception +1

DEFENSE

AC 17, touch 16, flat-footed 12   (+5 Dex, +1 size, +1 natural)
hp 16 (+2)
Fort +4, Ref +8, Will +1

OFFENSE

Spd 50 ft.
Melee Bite (Cheetah) +7 (1d4+1/20/x2) and
   Claw x2 (Cheetah) +7 x2 (1d2+1/20/x2)
Special Attacks Trip

STATISTICS

Str 12, Dex 21, Con 13, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +1; CMD 16 (20 vs. Trip)
Feats Weapon Finesse
Tricks Attack, Come, Defend, Down, Guard, Stay, Track
Skills Acrobatics +9, Fly +7, Stealth +13 Modifiers +4 Stealth in Tall Grass

SPECIAL ABILITIES

+4 Stealth in Tall Grass (Ex) You gain a bonus to Stealth Checks under the listed conditions.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Trip (Ex) You can make a trip attempt on a successful attack.
Attack The animal will attack on command.
Come The animal will come to you on command.
Defend The animal will defend you.
Down The animal will break off combat on command.
Guard The animal stays in place and prevents others from approaching.

Stay The animal will stay where it is.
Track The animal will track a scent.

Ndoki Mahbe

Ngombe
Male Human (Mwangi) Druid 1
NN Medium Humanoid (Human)
Init +3; Senses Perception +6

DEFENSE

AC 18, touch 12, flat-footed 16   (+4 armor, +2 shield, +2 Dex)
hp 13 (1d8+5)
Fort +4, Ref +2, Will +4

OFFENSE

Spd 20 ft.
Melee Heavy Shield Bash +0 (1d4+4/20/x2) and
   Dagger +4 (1d4+4/19-20/x2) and
   Shortspear +4 (1d6+4/20/x2) and
   Unarmed Strike +4 (1d3+4/20/x2)
Druid Spells Known (CL 1, 4 melee touch, 2 ranged touch):
1 (2/day) Shillelagh (DC 13), Cure Light Wounds (DC 13)
0 (at will) Create Water, Detect Magic, Light

STATISTICS

Str 18, Dex 15, Con 15, Int 11, Wis 14, Cha 11
Base Atk +0; CMB +4; CMD 16
Feats Druid Weapon Proficiencies, Toughness +3, Warrior Priest
Skills Acrobatics -3, Climb -1, Escape Artist -3, Fly +1, Handle Animal +4, Knowledge (Nature) +6, Perception +6, Ride -3, Stealth -3, Survival +8, Swim -1
Languages Common, Druidic, Polyglot
SQ Animal Companion Link (Ex), Heart of the Wilderness +0, Share Spells with Companion (Ex), Spontaneous Casting, Wild Empathy +1 (Ex)
Combat Gear Dagger, Hide, Shield, Heavy Wooden, Shortspear; Other Gear Backpack (6 @ 25.9 lbs), Flint and steel, Hammock, Jug, clay, Noble's outfit, Pouch, belt (4 @ 3 lbs), Rations, trail (per day) (3), Rope, silk (50 ft.), Shield Sconce, Signet ring

SPECIAL ABILITIES

Animal Companion Link (Ex) You have a link with your Animal Companion.
Heart of the Wilderness +0 Negative Hp required for death increases by listed amount, +5 on CON checks to stabilize.
Share Spells with Companion (Ex) Spells cast on you can also affect your Companion, if it's within 5 feet.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Warrior Priest +1 bonus to initiative and +2 on concentration checks when casting defensively
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Barfinder

Male Human (Ulfen) Barbarian 1
CN Medium Humanoid (Human)
Init +2; Senses Perception +6

DEFENSE

AC 15, touch 12, flat-footed 13   (+3 armor, +2 Dex)
hp 17 (1d12+4)
Fort +6, Ref +2, Will +2

OFFENSE

Spd 40 ft.
Melee Axe, Throwing +4 (1d6+3/20/x2) and
   Greatsword +4 (2d6+4/19-20/x2) and
   Handaxe +4 (1d6+3/20/x3) and
   Unarmed Strike +4 (1d3+3/20/x2)

STATISTICS

Str 16, Dex 15, Con 19, Int 11, Wis 15, Cha 11
Base Atk +1; CMB +4; CMD 16
Feats Cleave, Power Attack -1/+2
Skills Acrobatics +5, Climb +6, Escape Artist +1, Fly +1, Perception +6, Ride +1, Stealth +1, Survival +6, Swim +6
Languages Common, Skald
SQ Fast Movement +10 (Ex), Rage (8 rounds/day) (Ex)
Combat Gear Axe, Throwing, Greatsword, Handaxe, Studded Leather; Other Gear Bedroll, Candle, Fishhook, Flint and steel, Pouch, belt (empty), Rations, trail (per day) (2), Waterskin

SPECIAL ABILITIES

Cleave If you hit your first target, attack an adjacent target at the same attack bonus in exchange for -2 AC.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (8 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.

Kevkas

Male Human (Garundi) Rogue 1
NN Medium Humanoid (Human)
Init +3; Senses Perception +4

DEFENSE

AC 13, touch 13, flat-footed 10   (+3 Dex)
hp 8 (1d8)
Fort +0, Ref +5, Will +0

OFFENSE

Spd 30 ft.
Melee Dagger +3 (1d4+1/19-20/x2) and
   Knife, Switchblade +3 (1d4+1/19-20/x2) and
   Rapier +3 (1d6+1/18-20/x2) and
   Unarmed Strike +3 (1d3+1/20/x2)
   Masterwork Silver Dagger +4 (1d4-1/19-20/x2)
Special Attacks Sneak Attack +1d6

STATISTICS

Str 12, Dex 17, Con 10, Int 14, Wis 11, Cha 14
Base Atk +0; CMB +1; CMD 14
Feats Point Blank Shot, Rogue Weapon Proficiencies, Weapon Finesse
Skills Acrobatics +7, Bluff +6, Climb +5, Craft (Weapons) +4, Disable Device +8, Disguise +6, Escape Artist +7, Knowledge (Dungeoneering) +6, Knowledge (Local) +6, Perception +4, Sleight of Hand +7, Stealth +7
Languages Common, Giant, Osiriani
SQ Trapfinding +1
Combat Gear Dagger (5), Knife, Switchblade, Leather, Rapier; Other Gear Backpack (empty), Blanket, winter, Rope, silk (50 ft.), Thieves' tools, Whetstone

SPECIAL ABILITIES


Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Trapfinding +1 +1 to find or disable traps.

Krevash

Krevash - Jason
Male Halfling Oracle 1
CN Small Humanoid (Halfling)
Init +2; Senses Perception +4

DEFENSE

AC 15, touch 13, flat-footed 13   (+2 armor, +2 Dex, +1 size)
hp 10 (1d8+2)
Fort +3, Ref +3, Will +4
Resist Tongues (Infernal)

OFFENSE

Spd 20 ft.
Melee Morningstar -1 (1d6-2/20/x2) and
   Unarmed Strike -1 (1d2-2/20/x2)
Ranged Sling +3 (1d3-2/20/x2)
Oracle Spells Known (CL 1, -1 melee touch, +3 ranged touch):
1 (5/day) Cause Fear (DC 16), Magic Stone (DC 16), Cure Light Wounds (DC 16)
0 (at will) Stabilize, Read Magic (DC 15), Detect Magic, Light

STATISTICS

Str 6, Dex 14, Con 14, Int 14, Wis 13, Cha 20
Base Atk +0; CMB -3; CMD 9
Feats Selective Channeling
Skills Acrobatics +4, Climb +0, Fly +4, Heal +5, Knowledge (Planes) +6, Perception +4, Sense Motive +5, Spellcraft +6, Stealth +7, Use Magic Device +6
Languages Common, Draconic, Elven, Halfling, Infernal
SQ Fearless, Oracle Channel Positive Energy 1d6 (6/day) (DC 15) (Su)
Combat Gear Leather, Morningstar, Sling; Other Gear Backpack (empty), Blanket, winter, Waterskin

SPECIAL ABILITIES

Fearless +2 morale bonus vs Fear saves.
Oracle Channel Positive Energy 1d6 (6/day) (DC 15) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Selective Channeling Exclude targets from the area of your Channel Energy.
Tongues: Infernal You can only understand and speak one language in combat.

Ashford

Ashford
Male Half-Orc Sorcerer 1
CN Medium Humanoid (Orc)
Init +1; Senses Darkvision; Perception +1

DEFENSE

AC 11, touch 11, flat-footed 10   (+1 Dex)
hp 10 (1d6+4)
Fort +4, Ref +1, Will +3

OFFENSE

Spd 30 ft.
Melee Longspear +0 (1d8/20/x3) and
   Unarmed Strike +0 (1d3/20/x2)
Ranged Crossbow, Light +1 (1d8/19-20/x2)
Special Attacks Elemental Ray (6/day)
Sorcerer Spells Known (CL 1, +0 melee touch, +1 ranged touch):
1 (4/day) Shocking Grasp, Burning Hands (DC 15)
0 (at will) Ray of Frost, Mage Hand, Prestidigitation (DC 13), Light

STATISTICS

Str 11, Dex 13, Con 18, Int 11, Wis 13, Cha 17
Base Atk +0; CMB +0; CMD 11
Feats Elemental Focus: Fire, Eschew Materials
Skills Bluff +7, Intimidate +5, Use Magic Device +7
Languages Common, Orc
SQ Elemental: Fire, Orc Ferocity (1/day)
Combat Gear Crossbow, Light, Longspear; Other Gear Backpack (empty), Spell component pouch

SPECIAL ABILITIES

Darkvision (60 feet) You can see in the dark (black and white vision only).
Elemental Focus: Fire +1 DC to spells that deal damage of the chosen energy.
Elemental Ray (6/day) (Sp) Ranged touch attack deals 1d6 Fire damage
Elemental: Fire You may change any energy spell to use [Fire] energy.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Orc Ferocity (1/day) 1/day, when brought below 0 HP but not killed, you can fight on for 1 more round as if disabled. The next round, unless brought to at least 0 HP, you immediately fall unconscious and begin dying.

Lancil

Larsel
Male Elf Wizard 1
NN Medium Humanoid (Elf)
Init +0; Senses Low-Light Vision; Perception +4

DEFENSE

AC 10, touch 10, flat-footed 10
hp 5 (1d6-1)
Fort -1, Ref +0, Will +4

OFFENSE

Spd 30 ft.
Melee Quarterstaff -3 (1d6+1/1d6/20/x2) and
   Unarmed Strike +1 (1d3+1/20/x2)
Spell-Like Abilities Dream (1/day)
Wizard Spells Known (CL 1, 1 melee touch, 0 ranged touch):
1 (2/day) Sleep (DC 14), Sleep (DC 14)
0 (at will) Daze (DC 12), Detect Magic, Light

STATISTICS

Str 13, Dex 11, Con 9, Int 14, Wis 14, Cha 15
Base Atk +0; CMB +1; CMD 11
Feats Combat Casting, Elven Weapon Proficiencies, Scribe Scroll, Wizard Weapon Proficiencies
Skills Appraise +6, Knowledge (Arcana) +6, Knowledge (Geography) +6, Knowledge (History) +6, Perception +4, Spellcraft +6
Languages Common, Draconic, Elven, Orc
SQ Bonded Object: Quarterstaff (1/day) (Sp), Dreamspeaker, Elven Magic, Hand of the Apprentice (5/day) (Su)
Combat Gear Quarterstaff; Other Gear Scroll: Comprehend Languages, Spellbook, wizard's (blank)

SPECIAL ABILITIES

Bonded Object: Quarterstaff (1/day) (Sp) DC 20 + spell level to cast spells without the bonded object. Once per day, you can cast any spell in your spellbook for free.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Dream (Dreamspeaker) (1/day) (Sp) With Charisma 15+, cast Dream once per day.
Dreamspeaker +1 [Divination] & sleep spell DCs.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Hand of the Apprentice (5/day) (Su) Throw the melee weapon you are holding 5/day.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.