Dicefreaks

Where Flavor Meets Mechanics
It is currently Sat Jun 24, 2017 3:09 am

All times are UTC - 5 hours [ DST ]



Welcome
Welcome to dicefreaks

You are currently viewing our boards as a guest, which gives you limited access to view most discussions and access our other features. By joining our free community, you will have access to post topics, communicate privately with other members (PM), respond to polls, upload content, and access many other special features. In addition, registered members also see less advertisements. Registration is fast, simple, and absolutely free, so please, join our community today!


Post new topic Reply to topic  [ 11 posts ]  Go to page 1, 2  Next
Author Message
 Post subject: The Defeated
PostPosted: Sat May 09, 2015 9:08 pm 
Offline
User avatar

Joined: Sat Oct 05, 2013 1:14 am
Posts: 1381
Hallack Amon
Male Human fighter 6
NG Medium humanoid
Init +6; Senses Perception +5
______________________________________________________
AC 21, touch 12, flat-footed 19 (+6 armor, +2 Dex, +3 shield)
hp 57 (6d10+14)
Fort +8, Ref +8, Will +7; +2 vs. fear
Defensive Abilities bravery +2
______________________________________________________
Speed 20 ft.
Melee +1 longsword +13/+8 (1d8+7/16-20) or dagger +11/+6 (1d4+3/19-20)
Ranged mwk composite shortbow +9/+4 (1d6+3/x3)
Special Attacks weapon training (heavy blades +1)
______________________________________________________
TACTICS
During Combat
Hallack tries to flank with Yorgun. He is unwilling to sacrifice the life of his crew and valiantly fights to protect them.
Morale If Hallack believes he cannot win a fight, he will retreat. Unfortunately, he is overly impressed with his own combat abilities and often waits too long. Regardless at 11 hp or lower, he tries either to retreat or seeks divine healing from Sister Marta.
______________________________________________________
Str 18, Dex 14, Con 16, Int 10, Wis 8, Cha 12
Base Atk +6; CMB +10; CMD 22
Feats Combat Reflexes, Improved Critical (longsword), Improved Initiative, Iron Will, Power Attack, Weapon Focus (long sword), Weapon Specialization (long sword)
Fighter Talent Hardy
Skills Athletics +9, Intimidate +7, Perception +5, Profession (soldier) +5, Ride +8, Survival +5
Languages Talirean
SQ armor training 1
Combat Gear potion of cure light wounds
Other Gear breastplate, +1 heavy wooden shield, +1 longsword, composite shortbow (+4 Str) with 20 arrows, dagger, backpack, 2 gp, 50’ rope, 2 weeks rations, bedroll, tinderbox


James O’Toole
Male Human unchained monk 6
LN Medium humanoid
Init +4; Senses Perception +11
______________________________________________________
AC 17, touch 17, flt-footed 17 (+2 Dex, )
hp 67 (6d10+24)
Fort +7, Ref +7, Will +5
______________________________________________________
Speed 50 ft.
Melee unarmed strike +12/+12/+7 (1d8+7)
Ranged light crossbow +8 (1d8/19-20)
Special Attacks flurry of blows, stunning fist (6/day, DC 16, fatigue), style strike (hammerblow; first attack does 2d8+7)
______________________________________________________
TACTICS
During Combat
Supremely confident of his hand to hand prowess, O’Toole is quick to engage enemies close up.
Morale A mercenary, O’Toole flees if he loses 26 hit points or more. He will regret abandoning Hallack’s Crew but not as much as he would regret being dead.
______________________________________________________
Str 20, Dex 14, Con 14, Int 10, Wis 16, Cha 10
Base Atk +6; CMB +11; CMD 23
Feats Combat Reflexes*, Improved Disarm*, Improved Grapple*, Improved Unarmed Strike*, Power Attack, Toughness, Weapon Focus (unarmed strike), Weapon Specialization (unarmed strike)
Ki Powers Furious Defense (1, immediate action, +4 AC 1 round), Spring Attack (1)
Skills Acrobatics +13 (+19 jump), Climb +11, Escape Artist +13, Intimidate +10, Perception +11
Languages Talirean
SQ ki pool 6/6
Combat Gear bolts (20), potion of cure light wounds (2)
Other Gear light crossbow, traveler’s garb, 34 gp


Sister Marta Dian
Female human cleric 6
LG Medium Humanoid
Init +4; Sense Perception +11
______________________________________________________
AC 19, touch 10, flat-footed 19 (+7 armor)
hp 39 (6d8+12)
Fort +7, Ref +2, Will +8
______________________________________________________
Speed 20 ft.
Melee mwk glaive +7 (1d10+2/19-20)
Special Attacks channel positive energy 6/day (DC 14, 3d6)
______________________________________________________
Domain Spell-Like Abilities (CL 6th; concentration +9)
6/day – Rebuke Death, Touch of Good

Cleric Spells Prepared (CL 6th; concentration +9)
3rd – bestow curse (DC 16), cure critical wounds*, dispel magic, prayer, protection from evil*
2nd – align weapon (good only)*, bull’s strength, cure moderate wounds*, hold person (DC 15), lesser restoration, remove paralysis
1st – bless, cure light wounds*, divine favor, magic circle against evil*, magic weapon, sanctuary(DC 14)
0 (at will) – detect magic, guidance, light, stabilize
*domain spell; Domains Good, Healing
______________________________________________________
TACTICS
During Combat
Sister Marta is a trained battle sister of Saint Cynthia-Celeste but still she primarily avoids direct melee combat instead seeing herself as a supporter. She uses sanctuary to ensure that she is always in the thick of battle. She tries to cast bull’s strength on Hallack as soon as possible in any combat.
Morale Sister Marta is a fanatic follower of Mitra. She will fight evil to the death only retreating if the rest of her party does so fist.
______________________________________________________
Str 14, Dex 10, Con 14, Int 12, Wis 17, Cha 14
Base Atk +4, CMB +6, CMD 16
Feats Extra Channel, Improved Initiative, Selective Channel, Turn Undead
Skills Heal +12, Knowledge (religion) +9, Perception +11, Sense Motive +14, Spellcraft +9
Languages Celestial, Talirean
Gear +1 chainmail, masterwork glaive, nun’s habit (worn over chainmail), silver holy symbol of Mitra, backpack, weeks rations, 5 g


Bianca DeVallya
Female Half Elf bard 6
NG Medium humanoid
Init +6; Senses low-light vision, Perception +13
______________________________________________________
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 33 (6d8+6)
Fort +2, Ref +7, Will +7; +4 vs. bardic performance, language dependent, and sonic, +2 vs. enchantment
Immune magic sleep
______________________________________________________
Speed 30 ft.
Melee rapier +5 (1d6+1/18-20)
Ranged light crossbow +6 (1d8/19-20)
Special Attacks bardic performance 18 rounds/day (countersong, distraction, fascinate [DC 17], inspire competence +2, inspire courage +2, suggestion [DC 17])
______________________________________________________
Bard Spells Known (CL 6th; concentration +10)
2nd (4/day)—cure moderate wounds, hold person (DC 16), sound burst (DC 16), tongues
1st (5/day)—charm person (DC 15), comprehend languages, cure light wounds, identify
0 (at will)—detect magic, light, message, prestidigitation, read magic, summon instrument
______________________________________________________
TACTICS
During Combat
Bianca is primarily a support character, doing her best to aid her fellow adventurers. In particular she focuses her aid on Hallack (for whom she holds a serious crush). She will do anything she can to save his life and keep him combatant. If he does fall, she will rush to his side regardless of the danger and use her magic to try and save his life. She uses hold person to immobilize particularly dangerous foes.
Morale Bianca is surprisingly brave for such a slight little half-elven lass. She will not abandon her fellows regardless of the danger. She will only retreat if Hallack orders it or if he is undeniably dead. If Hallack is captured and she clearly is not powerful enough to rescue him, she will go back to Farholde and try to hook up with another adventuring party to rescue him.
______________________________________________________
Str 12, Dex 14, Con 10, Int 14, Wis 14, Cha 18
Base Atk +4; CMB +5; CMD 17
Feats Combat Casting, Improved Initiative, Lingering Performance, Skill Focus (Perform [String instruments])
Skills Diplomacy +13, Escape Artist +11, Knowledge (arcana) +14, Knowledge (local) +14, Perception +13, Perform (string) +18, Sense Motive +11, Spellcraft +11
Languages Talirean, Elven, Iraen, Sylvan
SQ bardic knowledge +3, lore master 1/day, versatile performance (string)
Combat Gear bolts (20), potion of cure light wounds;
Other Gear light crossbow, masterwork lute, mithral chain shirt, rapier




Yorgun the Smith
Male Dwarf spell-less ranger 7
LN Medium humanoid
Init +4*; Senses Perception +13 (+15 vs. traps), darkvision 60’
______________________________________________________
AC 16, touch 12, flat-footed 12 (+4 armor, +2 Dex); +4 dodge vs. giants
hp 99 (7d10+40+12)
Fort +10, Ref +7 (+7 vs. traps), Will +6 (+2 vs. poison, spells, spell-likes)
______________________________________________________
Speed 20 ft. (30 ft. underground)
Melee +1 great maul power attack +15/+10 (2d6+13/x3)
Special Attacks favored enemy (boggards +4, undead +2), hunter's bond (share half of favored enemy bonus for 1 round), stealth attack +2d6
______________________________________________________
TACTICS
During Combat
Yorgun’s favorite combat tactic is to flank with Hallack or Digger, and smack enemies with his prized magic hammer. If doing an average of 27 points of damage with his power stealth attack is wrong, then Yorgun doesn’t want to be right. Yorgun tends to be more reckless in combat than he probably should be. Though tough, he is easy to hit and this sometimes gets him in trouble. Sister Marta has urged caution and restraint but so far her words have fallen on deaf dwarven ears.
Morale Yorgun is very loyal to his friends and he considers Hallack his closest friend. He stays with Hallack to the bitter end. But if Hallack flees, Yorgun is certain to go with him.
______________________________________________________
Str 18, Dex 14, Con 20, Int 12, Wis 12, Cha 8
Base Atk +7; CMB +11 (+2 sunder); CMD 23 (25 vs. sunder, 27 vs. trip or bull rush)
Feats Endurance, Improved Sunder*, Iron Will, Power Attack*, Skill Focus (Disable Device), Toughness, Weapon Focus (warhammer)
Ranger Talents Additional Animal Companion, Trapfinding
Trait Mechanist (Disable Device is a class skill)
Skills Appraise +9 (+11 for gems or metal), Athletics +14, Craft (smith) +13, Disable Device +18, Knowledge (dungeoneering) +8, Knowledge (local) +7, Perception +13* (+16 vs. traps), Stealth +14*, Survival +13*
Languages Talirean, Dwarven, Terran
SQ dwarf traits, combat style (two-handed), favored terrain (underground +2; already included), hunter's bond (companions) nature's healing
Combat Gear potion of cure light wounds;
Other Gear +1 great maul, masterwork chain shirt, masterwork thieves tools, backpack, 50’ rope, grappling hook,2 weeks rations, waterskin, flask of decent whiskey, 18 gp

Digger
female Badger Companion)
Perception +7 (scent, low-light)
AC 19 (+3 Dex, +6 natural), touch 13, flat-footed 16
hp 51 (6d8+24) + 12/12 temporary rage
Fort +9, Ref +8 (evasion), Will +3 (+4 vs. enchantment)
Speed 30 ft., burrow 10 ft., climb 10 ft.
Melee Bite +* (1d6+3) and 2 claws +7 (1d4+3), +2 hit and damage in rage
Str 16, Dex 17, Con 18, Int 3, Wis 12, Cha 10
Base Atk +4; CMB +7 (+2 bull rush); CMD 20 (22 vs. bull rush)
Feats Improved Bull Rush, Power Attack, Weapon Focus (bite)


Report this post
Top
 Profile  
 
 Post subject: Re: The Defeated
PostPosted: Sun Jul 19, 2015 11:02 pm 
Offline
User avatar

Joined: Sat Oct 05, 2013 1:14 am
Posts: 1381
Image

Traya DeMarco
Female Human Sorcerer 7
N Medium humanoid
Init +6; Senses Perception +2
-----------------------------------------
AC 20, touch 12, flat-footed 14 (+2 Dex, +4 mage armor, +4 shield)
hp 47 (7d6+16+8)
Fort +3, Ref +4, Will +7
Resist fire 10
-----------------------------------------
Speed 30 ft.
Melee mwk dagger +4 (1d4/19-20)
Ranged dagger +6 (1d4/19-20)
-----------------------------------------
Sorcerer Spells Known (CL 7th; concentration +12, fire deals +1 damage per die)
4th (3/day) – wall of fire (DC 23)
3rd (5/day)—dispel magic, fireball (DC 22), haste
2nd (7/day)—false life, flaming sphere (DC 21), scorching ray, web (DC 17)
1st (7/day)—burning disarm (DC 20), burning hands (DC 20), identify, mage armor, magic missile, shield
0 (at will)—detect magic, light, message, prestidigitation, ray of cinders, read magic, spark
Bloodline elemental (Primal fire)
-----------------------------------------
TACTICS
During Combat
She avoids melee using her fantastic array of fire spells to burn her enemies alive. She knows both Hassan and herself have some resistance to fire, and Tasker is very evasive, so she has been known to be reckless with who is included in her fireball’s blast.
Morale Traya is a determined but not fanatic foe. She flees if defeat seems certain or she is reduced to 9 hit points or fewer.
-----------------------------------------
Str 10, Dex 14, Con 12, Int 14, Wis 14, Cha 20
Base Atk +3; CMB +3; CMD 15
Feats Combat Casting, Elemental Focus (fire), Eschew Materials, Greater Elemental Focus (fire), Greater Spell Focus (evocation), Improved Initiative, Spell Focus (evocation)
Skills Appraise +9, Bluff +14, Diplomacy +11, Knowledge (arcana) +12, Sense Motive +9, Spellcraft +12
Languages Common, Draconic, Ignan
SQ bloodline arcana
Combat Gear 2 potions of cure moderate wounds, 2 vials of holy water
Other Gear dagger



Valiessa DeMarco
Female Human Summoner 7
N Medium humanoid
Init +6; Senses Perception +2
-----------------------------------------
AC 16, touch 12, flat-footed 14 (+2 Dex, +4 mage armor)
hp 47 (7d8+16)
Fort +5, Ref +4, Will +7
-----------------------------------------
Speed 30 ft.
Melee mwk dagger +4 (1d4/19-20)
Ranged dagger +6 (1d4/19-20)
-----------------------------------------
Summoner Spells Known (CL 7th; concentration +11)
3rd (5/day)— greater magic fang, spiked pit
2nd (7/day)— barkskin, blur, bull's strength, glitterdust
1st (7/day)— corrosive touch, grease, lesser rejuvenate eidolon, mage armor, shield
0 (at will)— acid splash, detect magic, guidance, mage hand, mending

Spell-like Ability
8/day - Summon Monster IV
-----------------------------------------
TACTICS
During Combat
She avoids melee using her eidolon and summoned monsters to keep enemies at bay, casting spells to support her allies.
Morale Valiessa is loyal to her sister, Traya, and her lover, Hassan. She will stay by their side, in fight or flight.
-----------------------------------------
Str 10, Dex 14, Con 12, Int 14, Wis 14, Cha 20
Base Atk +3; CMB +3; CMD 15
Feats Augment Summoning, Extra Evolution x2, Improved Initiative, Spell Focus (conjuration)
Skills Knowledge (arcana) +12, Knowledge (geography), +12, Knowledge (planes) +12, Linguistics +12, Spellcraft +12
Languages Aklo, Aquan, Auran, Celestial, Common, Elven, Draconic, Ignan, Infernal, Terran
SQ bond senses, shield ally, maker's call
Combat Gear 2 potions of cure moderate wounds, 2 vials of holy water
Other Gear dagger
-----------------------------------------


Sparks
Quadruped Elemental eidolon
AC 26 (+4 armor, +4 Dex, +8 natural), touch 14, flat-footed 22
hp 45 (6d10+12), fire immunity; Perception +10, darkvision
Fort +7, Ref +8 (evasion), Will +3 (+4 vs. enchantment)
Speed 30 ft.
Melee Bite +12 (1d6+6 and burn) and 2 claws +12 (1d6+6 and burn), includes greater magic fang
Str 20, Dex 19, Con 14, Int 7, Wis 12, Cha 10
Base Atk +6; CMB +11; CMD 25
Feats Improved Natural Attack (claw), Power Attack, Step Up
Evolutions (9/9) Ability Increase (Str), Burn (1d6/round), Claws, Energy Attacks, Pounce


Posca the Merchant
Male dwarf cleric (Abadar) 7
LN Medium humanoid
Init +1; Senses darkvision 60 ft., perception +4
-----------------------------------------
AC 22, touch 11, flat-footed 21 (+11 armor, +1 Dex)
hp 57 (7d8+7)
Fort +6, Ref +3, Will +9; +2 vs. poison, spells and spell like abilities
-----------------------------------------
Speed 20 ft.
Melee heavy mace +5 (d8)
Ranged light crossbow +6 (1d8/19-20)
Special Attacks channel positive energy 7/day (DC 17, 4d6)
-----------------------------------------
Domain Spell-Like Abilities (CL 7th, concentration +12)
5/day—touch of law

Clerics Spells Prepared (CL 7th, concentration +12)
4th—blessing of fervor, communal protection from energy, dimension door*, order's wrath*
3rd—dispel magic, magic circle against chaos*, magic circle against evil, magic vestment, fly*
2nd—aid, align weapon (law only)*, bear's endurance, hold person, locate object*, remove paralysis
1st—bless, floating disk*, protection from chaos*, protection from evil, remove fear, sanctuary, shield of faith
0 (at will)—detect magic, light, read magic, stabilize
*domain spell; Domains Law, Travel (trade)
-----------------------------------------
TACTICS
During Combat
Posca abhors melee combat and instead supports the Raiders with his spells and channeling.
Morale Posca sees adventuring as a route to starting his own temple and business (in his faith these are nearly synonymous). He supports Traya but will retreat if she falls. It would take a truly staggering offer to get him to work willingly with an evil faith.
-----------------------------------------
Str 10, Dex 13, Con 12, Int 14, Wis 18, Cha 14
Base Atk +5; CMB +5; CMD 16 (20 vs. bull rush, trip)
Feats Armor Proficiency (heavy), Combat Casting, Extra Channel, Selective Channeling
Skills Appraise +12 (+14 nonmagical goods), Diplomacy +12, Heal +14, Knowledge (religion) +12, Spellcraft +12
Languages Celestial, Common, Dwarven, Gnome
SQ dwarf traits
Combat Gear bolts (20), potion of cure moderate wounds
Other Gear full plate, masterwork heavy mace, masterwork light crossbow, fine jewelry worth 225 gp, golden bejewelled holy symbol worth 500 gp



Tasker Twelve-Knives
Male half-orc rogue (knife master) 7
CN Medium humanoid
Init +8; Senses darkvision 60 ft., Perception +12
-----------------------------------------
AC 18, touch 15, flat-footed 18 (+3 armor, +5 Dex)
hp 67 (7d8+24)
Fort +5, Ref +10, Will +6, reroll 1/day
Defensive Abilities blade sense +2, evasion, uncanny dodge
-----------------------------------------
Speed 30 ft.
Melee +2 dagger +12 (1d4+7/19-20), or
+2 daggers +10/+10
Ranged +2 dagger +12 (1d4+4/19-20)
Special Attacks debilitating injury, sneak stab+4d8 (light blades)/+4d4 (other wpns)
-----------------------------------------
TACTICS
During Combat
Tasker’s preferred stratagem is ambush. Failing that he flanks with Hassan and tries to quickly cut his foes to ribbons.
Morale Strictly mercenary, Tasker is in this only for the gold. He is loyal to Traya and her band only when it is in his best interest. He will flee or surrender if reduced to less than 25 hit points. He will betray Traya if made a better offer. If Traya and Hassan both fall, he immediately either retreats or tries to join up with the other side. Tasker has no problem working with followers of Asmodeus especially if the alternative is death.
-----------------------------------------
Str 12, Dex 20, Con 16, Int 12, Wis 14, Cha 12
Base Atk +5; CMB +7; CMD 21
Feats Double Slice, Improved Initiative, Iron Will, Quick Draw, Two-Weapon Fighting, Weapon Focus (dagger)
Rogue Talents combat trick, quick disable, slowed reactions
Skills Acrobatics +15*, Bluff +11, Disable Device +15, Disguise +11, Escape Artist +15, Knowledge (local) +10, Perception +12, Sense Motive +12, Sleight of Hand +15 (+22 light blades), Stealth +15
Languages Common, Orc
SQ danger sense +2, finesse training, hidden blade +3, half-orc traits
Combat Gear potion of cure moderate wounds
Other Gear two +2 daggers, 10 daggers (of various styles), masterwork studded leather, masterwork thieves tools

Debilitating Injury: when dealing sneak attack damage, Tasker can inflict one of the following conditions:
Bewildered – target takes a -2 penalty to AC, or -4 against Tasker.
Disoriented – target takes a -2 penalty to attack rolls, or -4 against Tasker.
Hampered – target's speed is reduced by half, and it cannot take a 5-ft. Step.
Each penalty lasts one round. They do not stack, but additional sneak attacks do extend the duration by one round each. A target cannot suffer more than one of these penalties at a time, and applying a new one ends the old. Any form of healing removes the penalty.

Rogue's Edge: Acrobatics. Move at normal speed through a threatened square by raising the DC by 5.



Hassan J’raaq
Male Ifrit bloodrager 7
N Medium humanoid
Init: +2; Senses darkvision 60 ft., Perception +10
-----------------------------------------
AC 22, touch 9, flat-footed 13 (+6 armor, +2 Dex, -2 rage, +4 shield, +2 shield of faith)
hp 88 (7d10+35)
Fort +9, Ref +4, Will +6
Resist fire 10
Defensive Abilities Improved uncanny dodge, trap sense +2
-----------------------------------------
Speed 30 ft.
Melee +1 furious falchion power attack +15/+10 (2d4+18/18-20)
Ranged javelin +9 (1d6+9)
Special Attacks bloodrage (18 rounds/day)
-----------------------------------------
Ifrit Spell-Like Abilities (CL 7th; concentration +10)
1/day—enlarge person (self only)

Bloodrager spells known (CL 7th, concentration +10)
2nd (4/day) – fiery runes (3d4+3), mirror image
1st (2/day) – burning hands, long arm, magic missile, shield, thunderstomp
-----------------------------------------
TACTICS
During Combat
Hassan will use his magic before a fight starts, but once it does, he really has only one stratagem – rage and slay. He rages immediately and charges the enemy with his falchion forward.
Morale Rescued at a young age from becoming a circus freak, the ifrit Hassan is nearly fanatically devoted to Traya and Valiessa (and is in love with the latter), and will only retreat when they do.
-----------------------------------------
Str 22, Dex 14, Con 16, Int 11, Wis 10, Cha 14
Base Atk +7/+2; CMB +13; CMD 25
Feats Cleave, Combat Reflexes, Iron Will, Power Attack, Toughness
Skills Acrobatics +9, Climb +11, Intimidate +12, Perception +10
Languages Common, Ignan
SQ elemental affinity, fast movement
Combat Gear potion of cure moderate wounds (expended)
Other Gear +1 furious falchion, masterwork breastplate
Base Statistics When not raging, Hassan J’raaq has AC 18, touch 12, flat-footed 16; hp 71; Fort +7, Will +4; Melee +1 furious falchion power attack +10/+5 (2d4+13/18-20); Str 18, Con 12, CMB+11; Climb +13


Report this post
Top
 Profile  
 
 Post subject: Re: The Defeated
PostPosted: Sat Oct 24, 2015 3:10 am 
Offline
User avatar

Joined: Sat Oct 05, 2013 1:14 am
Posts: 1381
Abbess Temperance Avigale
Female human Cleric 11
LG Medium humanoid (human)
Init
+5; Senses Perception +17
Languages Celestial, Iraen, Talirean
_____________________________________________________________

AC 29, touch 13, flat-footed 27, combat 24 (+11 armor, +2 deflection, +1 Dex, +5 shield)
hp 133 (11d8+33+11+22)
Fort +12, Ref +6, Will +15 (includes +2 from hallow)
_____________________________________________________________

Speed 20 ft.
Melee +1 holy longsword +13/+8 (1d8+4+2d6 holy/19-20)
Ranged spell +9
Space 5 ft.; Reach 5 ft. (10 ft. / 10 ft. when large)
Base Atk +8; Combat +11
Special Actions channel positive energy 6/day (DC 22, 6d6, exclude 3), domain powers
Combat Gear holy water (1d4 vials left after fight), potion of cure moderate wounds
_____________________________________________________________
TACTICS
During Combat: Her spells and martial training make Temperance an extremely versatile warrior. She is equally comfortable holding the front line, or hurling divine wrath from the back rank. Before combat, she casts divine power, righteous might, and greater heroism on herself, and if she has time, summons a pack of hound archons.
Morale: The Abbess knows that she faces the darkness that threatens her town and her kingdom. She is already in her place of power, and will never have a better chance to make her stand. She will fight to her last breath.
_____________________________________________________________
Cleric Spells Prepared (CL 11th; concentration +17)
6th—fire seeds*, greater heroism*, heal, summon monster VI
5th—break enchantment x2, flame strike* x2 (DC 21), righteous might*
4th—death ward, divine power, fire shield*, freedom of movement, holy smite* x2 (DC 20)
3rd—daylight, dispel magic x2, heroism*, [s]magic vestment[/s], searing light*
2nd—bear's endurance, bless weapon*, heat metal*(DC 18), owl's wisdom, remove paralysis x2, spear of purity (DC 18), status
1st—command (DC 17), endure elements*, entropic shield, forbid action, remove fear x2, sanctuary, shield of faith*
0 (at will)— (DC 16), detect magic, detect poison, guidance, light, mending, purify food and drink, stabilize

Domain Powers Glory (Heroism), Sun
Aura of Heroism (Su): emit 30 ft. aura as swift action for 11 rounds/day. Allies have heroism.
Nimbus of Light (Su): emit a 30 ft. radius daylight for 11 rounds/day; undead take 11 damage per round, darkness automatically dispelled.
Touch of Glory (Sp): give one creature +11 to a Charisma-based check as standard action, at will.
Sun's Blessing (Su): add cleric level when damaging undead with channeled energy. Undead don't get channel resistance.
_____________________________________________________________
Abilities Str 17, Dex 13, Con 16, Int 14, Wis 22, Cha 16
Feats Armor Proficiency (heavy), Improved Initiative, Power Attack, Quicken Channel, Selective Channel, Toughness, Weapon Focus (longsword)
Skills Diplomacy +17, Knowledge (religion) +16, Knowledge (history) +16, Perception +17, Sense Motive +20, Spellcraft +16
Possessions +1 holy longsword, +2 full plate, metamagic rod of extend, radiant coronet (continual flame, immune to blindness), masterwork heavy steel shield



Sword-Brides of Mitra
Female human Paladin 7 (x2)
LG Medium humanoid (human)
Init
+5; Senses Perception +
Languages Celestial, Talirean
_____________________________________________________________

AC 26, touch 13, flat-footed 25, combat 25 (+10 armor, +2 deflection, +1 Dex, +3 natural)
hp 127 (7d10+21+11)
Fort +14, Ref +9, Will +12 (includes +2 from hallow)
_____________________________________________________________

Speed 20 ft.
Melee greatsword +15/+10 (2d6+9/19-20) (includes divine bond)
Ranged javelin +8 (1d6+5)
Space 5 ft.; Reach 5 ft.
Base Atk +7; Combat +12
Special Actions channel positive energy (4d6, DC 19), smite evil (+5 to hit, +7 damage)
Combat Gear holy water (1d4 vials left after fight), potions of barkskin +3, potion of cure moderate wounds
_____________________________________________________________
TACTICS
During Combat: The Brides have two missions; protect the Abbess and their sisters, and smite evil.
Morale: The Brides are fanatical worshippers of their divine lord, and love the Abbess as if she were their own mother. They fight to the death.
_____________________________________________________________
Paladin Spells Prepared (CL 3rd; concentration +)
2nd—bestow grace, fire of entanglement, litany of righteousness (DC 16)
1st—divine favor, hero's defiance

Lay on Hands 7/day, 3d6 healed. Mercies – shaken, dazed
_____________________________________________________________
Abilities Str 20, Dex 13, Con 16, Int 11, Wis 12, Cha 18
Feats Improved Initiative, Improved Sunder, Power Attack, Toughness, Weapon Focus (greatsword)
Skills Athletics +15, Diplomacy (Annabeth) +14, Intimidate (Valeria) +14, Knowledge (religion) +10, Sense Motive +11
Possessions +1 greatsword, +1 full plate, radiant coronet




Sister Avelane
Female human ranger 8
LG Medium humanoid (human)
Init
+6; Senses Perception +14
Languages Talirean
_____________________________________________________________

AC 23, touch 16, flat-footed 19, combat 25 (+5 armor, +2 deflection, +4 Dex, +2 natural)
hp 78 (8d10+22)
Fort +10, Ref +15, Will +8 (includes +2 from hallow)
_____________________________________________________________

Speed 30 ft.
Melee mwk rapier +15/+10 (1d6+2/18–20)
Ranged +1 composite longbow +16/+11 (1d8+3/×3)
Space 5 ft.; Reach 5 ft.
Base Atk +8; Combat +9
Special Actions favored enemy (humans +4, undead +2)
Combat Gear holy water (1d4 vials left after fight), potion of cure moderate wounds
_____________________________________________________________
TACTICS
During Combat: Avalane employs her magic, and then stays behind the Brides firing arrows to soften up the enemy.
Morale: Sister Avalane seeks to atone for a misspent youth, and devote her skills to the Abbess and god who showed her a better path. She is not as fanatical as the others, and if the Abbess falls, she will flee to seek revenge later.
_____________________________________________________________
Ranger Prepared (CL 3rd; concentration +)
2nd—barkskin, cat's grace
1st—entangle, resist energy

Companion bond: grant favored enemies
_____________________________________________________________
Abilities Str 14, Dex 23, Con 14, Int 10, Wis 12, Cha 10
Feats Deadly Aim, Endurance, Iron Will, Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Finesse, Weapon Focus (longbow)
Skills Acrobatics +17, Knowledge (nature), Knowledge (religion), Perception +14, Stealth +19, Survival
Possessions +1 chain shirt


Sister-Hospitaler
Female human cleric 7 (x3)
LG Medium Humanoid
Init +4
; Sense Perception +12
______________________________________________________
[b]AC
19, touch 10, flat-footed 19 (+7 armor)
hp 54 (7d8+14+7+7)
Fort +9, Ref +4, Will +11
______________________________________________________
Speed 20 ft.
Melee mwk glaive +7 (1d10+2/19-20)
Special Attacks channel positive energy 6/day (DC 14, 3d6)
______________________________________________________
Domain Spell-Like Abilities (CL 7th; concentration +11)
6/day – Rebuke Death, Touch of Good

Cleric Spells Prepared (CL 6th; concentration +9)
4th – holy smite x2 (DC 18)
3rd – bestow curse (DC 17), dispel magic, prayer, magic circle against evil*[/i]
2nd – align weapon (good only)*, bears' endurance, bull’s strength, eagle's splendor, remove paralysis[/i]
1st – bless, divine favor, magic circle against evil*, magic weapon, sanctuary (DC 15)
0 (at will) – detect magic, guidance, light, stabilize
D domain spell; Domains Good, Healing
______________________________________________________
TACTICS
During Combat Cast support spells and heal.
Morale The battle nuns will fight to the end if need be, though they have been given orders to flee if Abbess Temperance falls; someone must survive to send word. These three are the cream of the abbey's crop, the only other ones capable of casting spells of the 4th circle.
______________________________________________________
Str 14, Dex 10, Con 14, Int 12, Wis 18, Cha 14
Base Atk +4, CMB +6, CMD 16
Feats Extra Channel, Improved Initiative, Selective Channel, Toughness, Turn Undead
Skills Heal +12, Knowledge (religion) +9, Perception +11, Sense Motive +14, Spellcraft +9
Languages Celestial, Common
Gear +1 chainmail, masterwork glaive, nun’s habit (worn over chainmail) potion of cure moderate wounds


Report this post
Top
 Profile  
 
 Post subject: Re: The Defeated
PostPosted: Sat Dec 05, 2015 10:33 pm 
Offline
User avatar

Joined: Sat Oct 05, 2013 1:14 am
Posts: 1381
Image

Father Folmarv Tengille, Inquisitor of Mitra
Male human inquisitor 8
LG Medium humanoid
Init
+10; Senses Perception +18
–-----------------------------------------------------
AC 22, flat-footed 18, touch 11 (+6 armor, +1 Dex, +3 shield of faith)
hp 75 (8d8+27+9+16)
Fort +9, Ref +3, Will +13
–-----------------------------------------------------
Speed 20 ft.
Melee Wytchbrand +11/+6 (2d6+6+1d6 fire/19-20), or
Wytchbrand judgment attack +13/+8 (2d6+9+1d6/19-20), or
Wytchbrand judgment bane power attack +13/+8 (2d6+15+2d6+1d6 fire/19-20)
^ with inspire courage, haste, hope +20/+20/+15 (2d6+21+2d6+1d6 fire)
–-----------------------------------------------------
Divine Spell-Like Abilities (CL 8th; concentration +13)
8 rounds/day – discern lies
8/day – fire of belief (+7 touch, 1d6+4 fire damage, hurts only nongood)
At will – detect alignment (chaos, evil, good or law)
–-----------------------------------------------------
Inquisitor Spells Known (CL 8th; concentration +13)
3rd (5/day)– cure serious wounds, dispel magic, searing light
2nd (5/day)– align weapon, confess, cure moderate wounds, weapon of awe
1st (6/day)– bless, burst bonds, cure light wounds, divine favor, wrath
0th (at will) – brand, create water, detect magic, detect poison, light, stabilize
–-----------------------------------------------------
TACTICS
During Combat
Tengille focuses on wielding Wytchbrand, his judgment ability and coordinating with his band of veteran soldiers. He uses his solo tactics to aid his followers and share his teamwork feats. He uses his healing spells to keep them in the fight. Burning the wicked alive is what Tengille lives for.
Morale Tengille is a fanatic foe of evil. He will gladly lay down his life to see the followers of darkness defeated. If he retreats it is simply tactical to gather more foes and attack again later in strength.
–-----------------------------------------------------
Str 18, Dex 12, Con 16, Int 14, Wis 20, Cha 10
Base Atk +6, CMB +9, CMD 20
Feats Improved Initiative, Iron Will, Out Flank, Paired Opportunists, Power Attack, Toughness, Weapon Focus (greatsword)
Skills Diplomacy +12, Intimidate +12, Knowledge (planes) +11, Knowledge (religion) +11, Perception +18, Sense Motive +18, Survival +16 (+20 track)
Languages Celestial, Infernal, Talirean
SQ bane (8 rounds/day), cunning initiative, judgment 3/day (destruction, justice), monster lore +5, solo tactics, track
Gear Wytchbrand (+1 flaming greatsword), masterwork breastplate, belt of physical might +2 (Str, Con), silver and sapphire holy symbol (250 gp)

Fervent Action (Ex): once per day as a swift action, Tengille can make a single melee attack at his highest attack bonus, move up to his speed, or cast an inquisitor spell of up to 2nd level.


Gabriel Matthias
Male Human Sorcerer 8
LG Medium humanoid
Init
+6; Senses Perception +2
-----------------------------------------
AC 17, touch 12, flat-footed 14 (+2 Dex, +1 dodge, +4 mage armor)
hp 71 (8d6+18+5+16); Resist acid 5, cold 5
Fort +5, Ref +4, Will +7
-----------------------------------------
Speed 30 ft.
Melee mwk quarterstaff +4 (1d6+1/19-20)
Ranged spell +5
-----------------------------------------
Sorcerer Spells Known (CL 7th; concentration +12)
4th (5/day) – dimension door
3rd (6/day)—dispel magic, fly, haste, magic circle against evil*, shockball
2nd (7/day)— blindness/deafness, glitterdust (DC 17), invisibility, mirror image, resist energy*, freezing ray
1st (7/day)— bless*, mage armor, magic missile, shield, shocking grasp
0 (at will)—detect magic, disrupt undead, light, message, prestidigitation, read magic, spark
Bloodline Celestial
-----------------------------------------
TACTICS
During Combat
Gabriel knows that he would be more a liability than a help in melee, and so avoids it strenuously. He uses his spells to help his allies get into position and then unleash the wrath of the Heavens on the enemy.
Morale Gabriel feels he owes a debt to Mitra for his abilities, and to Father Tengille, for helping him find a place in a country suspicious of magic. He will retreat only if the Inquisitor calls for it, or falls. In that event, he will save a dimension door to carry as many survivors back to the teleporter throne as he can.
-----------------------------------------
Str 12, Dex 14, Con 15, Int 12, Wis 14, Cha 21
Base Atk +3; CMB +3; CMD 15
Feats Dimensional Agility, Eschew Materials*, Empower Spell, Great Fortitude, Dodge*, Spell Focus (evocation), Toughness
Skills Diplomacy +12, Knowledge (arcana) +13, Knowledge (planes) +13, Perception +10, Sense Motive +10, Spellcraft +13
Languages Celestial, Draconic, Talirean
SQ bloodline arcana
Combat Gear 2 potions of cure moderate wounds, 2 vials of holy water, 2 vials of sorcerous quicksilver


Brother Armand Vyte
Male human cleric 7
LG Medium humanoid
Init
+2; Senses Perception +4
–-----------------------------------------------------
AC 21, touch 12, flat-footed 19 (+7 armor, +2 Dex, +2 shield)
hp 52 (7d8+21)
Fort +7, Ref +3, Will +9
–-----------------------------------------------------
Speed 20 ft.
Melee masterwork morningstar +7 (1d8+1)
Ranged light crossbow +7 (1d8/19-20)
–-----------------------------------------------------
Special Attacks channel positive energy 7/day (DC 15, 4d6)
Domain Spell-Like Abilities (CL 7th, concentration +11) rebuke death 7/day (1d4+3)

Cleric Spells Prepared (CL 7th, concentration +11)
4th—cure critical wounds*, freedom of movement*, blessing of fervor, dismissal
3rd—cure serious wounds*, dispel magic, magic circle against evil, remove blindness/deafness, remove curse*
2nd—aid, cure moderate wounds, lesser restoration, remove paralysis, status
1st—bless, cure light wounds*, detect evil, protection from evil, remove fear*, sanctuary, shield of faith
0 (at will)—detect magic, light, read magic, stabilize
Domains Healing, Liberation
–-----------------------------------------------------
TACTICS
During Combat
Brother Vyte avoids direct melee and instead focuses on aiding and healing Father Tengille however he can. He will cast aid and shield of faith on the inquisitor, and magic circle against evil on one of the soldiers before combat starts, and give Thomas protection from evil prior to the rogue's scouting mission.
Morale Brother Vyte is a true believer. Wherever Father Tengille goes, Brother Vyte follows. Even unto death.
------------------------------------------------------
Str 12, Dex 14, Con 14, Int 12, Wis 18, Cha 14
Base Atk +5; CMB +6; CMD 18
Feats Combat Casting, Die Hard, Endurance, Extra Channel, Selective Channeling
Skills Diplomacy +12, Heal +14, Knowledge (religion) +10, Perception +11, Spellcraft +10
Languages Celestial, Talirean
SQ aura, liberation, healer’s blessing
Combat Gear bolts (10)
Other Gear masterwork morningstar, healer’s kit, light crossbow, +1 breastplate, masterwork heavy wooden shield, silver holy symbol, a hand illuminated Mitran holy text (worth 50 gp; a gift from Father Tengille, his most prized possession)


Cantor Bertram Winters
Male human bard 7
NG Medium humanoid
Init
+5; Senses Perception +9
------------------------------------------------------
AC 20, touch 15, flat-footed 14 (+4 armor, +4 Dex)
hp 55
Fort +3, Ref +10, Will +4
Defensive Abilities evasion
------------------------------------------------------
Speed 30 ft.
Melee masterwork short sword
Ranged +1 composite longbow +13 (1d8+2/x3)
longbow buffed +17/+17/+17/+12 (1d8+6/x3)
Special Attacks inspire courage
------------------------------------------------------
Bard Spells Known (CL 7th; concentration +12)
3rd (3/day)— good hope, jester's jaunt
2nd (4/day)— acute senses, cure moderate wounds, heroism, silence
1st (5/day)— cure light wounds, detect secret doors, grease, moment of greatness, remove fear
0 (at will)—dancing lights, detect magic, ghost sound, message, prestidigitation, read magic
-----------------------------------------
TACTICS
During Combat
Bertram sings a battle hymn to stir his allies to zealous fury, and alternates between casting spells and accompanying his singing with his bow's deadly twang.
Morale A true fanatic of Mitra, Bertram will fight to the death at Tengille's word.
------------------------------------------------------
Str 14, Dex 20, Con 12, Int 10, Wis 8, Cha 16
Base Atk +7 CMB +5, CMD 20
Feats Deadly Aim, Point-Blank Shot, Precise Shot, Rapid Shot, Skill Focus (Peform [sing])
Skills Acrobatics +14, Craft (writing) +7, Diplomacy +13, Knowledge (arcana) +10, Knowledge (religion)+10, Linguistics +6, Perform (oratory) +13, Perform (sing) +16, Perception +13
Languages Celestial, Dwarven, Elven, Talirean
SQ Versatile Performance
Gear +1 composite longbow, masterwork chain shirt, masterwork short sword, gilded hymnal (worth 50 gp; a gift from Father Tengille, his most prized possession)


Thomas the Penitent
Male human rogue 6
CG Medium humanoid
Init
+5; Senses Perception +9
------------------------------------------------------
AC 20, touch 15, flat-footed 14 (+4 armor, +5 Dex, +1 shield)
hp 51 (6d8+18+6)
Fort +4, Ref +10, Will +5
Defensive Abilities evasion, trap sense +2, uncanny dodge
------------------------------------------------------
Speed 35 ft.
Melee mwk short sword +10 (1d6+5/19-20)
Ranged mwk shortbow +9 (1d6/x3)
Special Attacks sneak attack +3d6
------------------------------------------------------
TACTICS
During Combat
In order to avoid being burned at the stake for stealing from a temple, Thomas has to follow the inquisitor around and aid him in his missions. And he does that, helping Tengille however he can by setting up flanking and scouting out enemy positions.
Morale If Tengille falls, Thomas is gone. Regardless if reduced to 12 hp or less, he tries to flee.
------------------------------------------------------
Str 10, Dex 20, Con 14, Int 14, Wis 12, Cha 12
Base Atk +4; CMB +5, CMD 20
Feats Fleet, Iron Will, Quick Draw, Skill Focus (Stealth) Weapon Focus (short sword)
Rogue Talents Quick Disable, Slow Reactions (sneak targets can't AoO 1 round), Weapon Training
Skills Acrobatics +14, Appraise +11, Bluff +9, Climb +10, Disable Device +19, Escape Artist +14, Knowledge (local) +11, Linguistics +11, Perception +9, Sleight of Hand +14, Stealth +17, Use Magic Device +9
Languages Aklo, Talirean, Celestial, Dwarven, Elven, Giant, Goblin, Infernal, Iraen
SQ finesse training, trapfinding +3
Gear +1 studded leather, masterwork buckler, masterwork short sword, masterwork short bow, arrows (40), masterwork thieves tools, 2 sunrods, 4 gp, wooden holy symbol of Mitra, scroll of greater invisibility

Debilitating Injury: when dealing sneak attack damage, Thomas can inflict one of the following conditions:
Bewildered – target takes a -2 penalty to AC, or -4 against Thomas.
Disoriented – target takes a -2 penalty to attack rolls, or -4 against Thomas.
Hampered – target's speed is reduced by half, and it cannot take a 5-ft. Step.
Each penalty lasts one round. They do not stack, but additional sneak attacks do extend the duration by one round each. A target cannot suffer more than one of these penalties at a time, and applying a new one ends the old. Any form of healing removes the penalty.

Rogue's Edge: Stealth. Reduce sniping penalty to -10.


Veteran Soldiers of the Inquisition (3) (Abbey's elite battle sisters use these stats as well)
Human Fighter 6
LG Medium humanoid
Init
+1; Senses Perception +1
------------------------------------------------------
AC 20, touch 11, flat-footed 19 (+9 armor, +1 Dex)
hp 69 (6d10+36)
Fort +8, Ref +6, Will +6; +2 vs. fear
Defensive Abilities bravery +2
------------------------------------------------------
Speed 20 ft.
Melee mwk halberd +13/+8 (1d10+9/x3)
longsword +10/+5 (1d8+4/19-20)
dagger +10/+5 (1d4+4/19-20)
Ranged composite longbow +7/+2 (1d8+4/x3)
Special Attacks weapon training (pole arms +1)
------------------------------------------------------
TACTICS
During Combat
These soldiers are skilled halberdiers and practiced at tripping and taking prisoners for the inquisition. When they trip an opponent, not only do they fall prone but they provoke attacks of opportunity. With a -4 penalty to their AC while prone, these soldiers always chooses to power attack the fallen foe (acquiring a -2 penalty to hit and a +6 bonus to damage). Further, fallen foes provoke from all enemies within reach.
Morale These soldiers are Mitran fanatics and will gladly lay down their lives in service to the inquisitor. For this service they have all been promised immortality in the Shining Lands.
------------------------------------------------------
Str 18, Dex 12, Con 16, Int 13, Wis 12, Cha 10
Base Atk +6; CMB +10 (+14 to trip); CMD 21 (+23 vs. trip)
Feats Combat Expertise, Greater Trip, Improved Trip, Power Attack, Toughness, Weapon Focus (halberd), Weapon Specialization (halberd)
Talent Hardy
Skills Athletics+8, Intimidate +9, Knowledge (local) +10, Perception +8, Profession (soldier) +8, Ride +5, Sense Motive +5, Survival +5
Languages Talirean, Dwarven
SQ armor training 1
Gear masterwork halberd, longsword, composite longbow (+4 Str), 20 arrows, dagger, masterwork full plate, 1 dose of silversheen, 2d20 gp


Veteran Crossbowmen of the Inquisition (2)
Human Fighter (Crossbowman) 6
LG Medium humanoid
Init
+4; Senses Perception +1
------------------------------------------------------
AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp 69 (6d10+36)
Fort +8, Ref +6, Will +6; +2 vs. fear
Defensive Abilities bravery +2
------------------------------------------------------
Speed 20 ft.
Melee longsword +7/+2 (1d8+1/19-20)
dagger +7/+2 (1d4+1/19-20)
Ranged mwk heavy crossbow +13 (1d10+4/19-20/x2), +1 w/in 30 ft., +2 damage when readied
Special Attacks deadshot, crossbow training +1
------------------------------------------------------
TACTICS
During Combat
These soldiers are skilled marksmen, and practiced at disrupting heretical magics. They typically ready an action to fire at an enemy casting spells, and serve as emergency bodyguards for their own spellcasters in the back line. They nearly always use Deadly Aim (for -2 to hit and +4 damage).
Morale These soldiers are Mitran fanatics and will gladly lay down their lives in service to the inquisitor. For this service they have all been promised immortality in the Shining Lands.
------------------------------------------------------
Str 12, Dex 18, Con 16, Int 13, Wis 12, Cha 10
Base Atk +6; CMB +10; CMD 21
Feats Deadly Aim, Point-Blank Shot, Precise Shot, Rapid Reload, Toughness, Weapon Focus (heavy crossbow), Weapon Specialization (heavy crossbow)
Talent Hardy
Skills Athletics+7, Intimidate +9, Knowledge (local) +10, Perception +8, Profession (soldier) +8, Ride +4, Sense Motive +5, Survival +5
Languages Talirean, Dwarven
SQ armor training 1
Gear masterwork heavy crossbow (+1 Str), longsword, 30 bolts, dagger, masterwork chain shirt, 1 tanglefoot bag, 2d20 gp


Report this post
Top
 Profile  
 
 Post subject: Re: The Defeated
PostPosted: Sat Dec 05, 2015 10:33 pm 
Offline
User avatar

Joined: Sat Oct 05, 2013 1:14 am
Posts: 1381
Fineas Greenblood
Male Gnome Sorcerer 8
CN Small humanoid (gnome)
Init
+6; Senses low-light vision; Perception +4
Languages Draconic, Elven, Gnome, Sylvan, Talirean
_____________________________________________________________
AC 19, touch 13, flat-footed 15 (+2 deflection, +2 Dex, +4 mage armor, +1 size), combat 15
hp 79 (8d6+40)
Fort +7, Ref +6, Will +10; +2 vs. illusion spell and effcts
_____________________________________________________________
Speed 20 ft.
Melee mwk spear +4 (1d6-1/x3)
Ranged mwk spear +8 (1d6-1/x3), or
spell +8 ranged touch
_____________________________________________________________
Bloodline Spell-Like Abilities (CL 8th; concentration +14)
at will—protoplasm: as tanglefoot bag +1 acid damage. Lasts 1d3 rounds

Gnome Spell-Like Abilities (CL 8th, concentration +14)
1/day—dancing lights, ghost sound (DC 15), prestidigitation, speak with animals

Sorcerer Spells Known (CL 8th; concentration +14)
4th (5/day)—black tentacles, enervation
3rd (6/day)—dispel magic, gaseous form, haste
2nd (7/day)—blur, false life, scorching ray, summon monster II
1st (7/day)—charm person (DC 18), entropic shield, mage armor, magic missile, shield, sleep (DC 20)
0 (at will)—daze (DC 17), detect magic, light, mending, message, prestidigitation, ray of frost, read magic
Bloodline protean
_____________________________________________________________
TACTICS
During Combat
Fineas would rather avoid combat if he can by practicing his favorite art-form -- lying. But if combat must occur, then Fineas is quick to use his spells to confound and frustrate his foes. He generally leaves the actual killing to his comrades.
Morale Fineas is legendarily loyal to his friends and so will not leave any of his companions behind as long as he thinks the battle can be won. If he thinks victory is impossible, he will call for a retreat, and try to return later to rescue or avenge the others.
_____________________________________________________________
Str 9, Dex 15, Con 17, Int 15, Wis 16, Cha 21
Base Atk +4; CMB +3
Feats Combat Casting, Eschew Materials, Improved Initiative, Toughness,
Skills Bluf +16, Knowledge (arcana) +13, Knowledge (nature) +12, Perform (drawing) +6, Spellcraft +13
SQ blood arcana, gnome traits, woodland stride
Combat Gear potion of cure moderate wounds, potion of bear's endurance, potion of eagle's splendor
Other Gear cloak of resistance +2, ring of protection +2, page of spell knowledge (enervation), masterwork spear, finely made brightly colored clothes, belt pouch, 124 gp, journal


Vethia Doria
Female Elf Ranger 8
NG Medium Humanoid (elf)
Init
+6+2 terrain Senses low-light vision, Perception +15
Languages Elven, Goblin, Orc, Sylvan, Talirean
_____________________________________________________________

AC 22, touch 18, flat-footed 14, combat 27 (+4 armor, +2 deflection, +6 Dex)
hp 71 (8d10+16)
Fort +10, Ref +14, Will +6 (+2 vs. enchantment)
Immune Sleep
_____________________________________________________________

Speed 30 ft.
Melee longsword +11/+6 (1d8+3/19-20)
Ranged composite longbow +19/+14 (1d8+6/x3)
Space 5 ft.; Reach 5 ft.
Base Atk +8; Combat +9
Special Actions favored enemy (animals +4, humans +2), hunter’s bond (companions)
Combat Gear potion of cure moderate wounds, tanglefoot bag x2, extract of invisibility
_____________________________________________________________
TACTICS
During Combat: Vethia provides support to her band with her deadly accurate barrages of arrows.
Morale Vethia is dedicated to preventing Vetra-Kali's return, but will try and flee if victory looks impossible or if reduced to 20 or less hit points. She will be back however to try and sneak in and rescue friends if she believes they have been captured.
_____________________________________________________________
Ranger spells Prepared (CL 5; concentration +7)
2nd—barkskin, versatile weapon
1st—gravity bow, pass without trace
_____________________________________________________________
Str 14, Dex 22, Con 14, Int 16, Wis 14, Cha 12
SQ elf traits, favored terrain (forest +4, underground +2), track +4, wild empathy +9, woodland stride, swift tracker
Feats Endurance, Greater Weapon Focus (longbow), Many-Shot, Point-Blank Shot, Precise Shot, Weapon Focus (longbow), Weapon Specialization (longbow)
Traits Accelerated Drinker
Skills Acrobatics +9, Handle Animal +12, Heal +13, Knowledge (dungeoneering) +14, Knowledge (geography) +14, Knowledge (nature) +14, Perception +14, Spellcraft +14, Stealth +20,
Survival +15 (+19 to follow tracks)
Possessions +2 composite longbow (+2 Str), boots of elvenkind, cloak of elvenkind, greater bracers of archery, ring of protection +2, vest of resistance +2, wand of pass without trace (4 charges) longsword, mithral chain shirt, 201 gp


Pieter Eddarly
Male Human Fighter (Two-Weapon Warrior) 8
CG Medium Humanoid (human)
Init
+2; Senses Perception +12
Languages Talirean
_____________________________________________________________

AC 24, touch 20, flat-footed 16, combat 29 (+4 armor, +2 deflection, +6 Cha, +2 Dex)
hp 87 (8d10+8+8+16)
Fort +9 Ref +6, Will +6
_____________________________________________________________

Speed 40 ft.
Melee two kukris +17/+12 (1d4+8/15-20), or
Pirahna Striking kukris +14/+9 (1d4+13/15-20)
Ranged light crossbow +10 (1d8)
Space 5 ft.; Reach 5 ft
Base Atk +8; Combat +9
Special Actions
Combat Gear potion of cure serious wounds, potion of eagle's splendor
_____________________________________________________________
TACTICS
During Combat: Pieter humors his teammates by drinking the potions they've provided, and then tries to close with the the strongest-looking enemy and cut him to ribbons.
Morale: An undefeated duelist who is self-confident to the point of recklessness, and determined to track down the killers of his cousin Zach (and impress his female companions), Pieter does not believe that he can be defeated.
_____________________________________________________________
Str 12, Dex 14, Con 12, Int 12, Wis 15, Cha 22
SQ bravery +2, defensive flurry (+2 dodge after full attack), twin blades +1
Feats Double Slice, Improved Critical (light blades), Pirahna Strike, Toughness, Weapon Focus (light blades), Weapon Specialization (light blades)
Talents Canny Defense, Risk Taker, Panache, Two-Weapon Fighting
Traits Accelerated Drinker
Skills Acrobatics +13, Diplomacy +16, Sense Motive +12, Perception +12
Possessions two +2 kukris, +1 chain shirt, boots of striding and springing, cloak of resistance +2, ring of protection +2, light crossbow, 241 gp


Eldreth Doria
Male Elf Alchemist (Bramble Brewer Chirurgeon) 8
LN Medium Humanoid (elf)
Init
+8 (includes extract); Senses Perception +13
Languages Elven, Draconic, Sylvan, Talirean
_____________________________________________________________

AC 20, touch 16, flat-footed 16, combat 21 (+4 armor, +2 deflection, +4 Dex)
hp 65 (8d8+8+8)
Fort +9, Ref +12, Will +8 (reroll)
_____________________________________________________________
Speed 30/60 ft.
Melee short sword +5 (1d6-1)
Ranged bomb +13 touch (4d6+5)
Space 5 ft.; Reach 5 ft.
Base Atk +6; Combat +5
Special Actions bombs, extracts
Combat Gear 2 vials holy water, 3 vials acid, potion of bear's endurance, potion of fox's cunning, potion of gaseious form, scroll of daylight, scroll of heal, scroll of remove blindness/deafness x2, scroll of remove paralysis, wand of cure serious wounds (20 charges)
_____________________________________________________________
TACTICS
During Combat: Eldreth prefers to act in a supportive role, healing his allies and using tanglefoot bombs to hinder his enemies.
Morale: Eldreth is loyal to his sister Doria, and his employer Polydorus in Daveryn, but doesn't consider any job worth dying for. He will go invisible or gaseous and try to flee at 20 hp. If he thinks his friends have been captured, he wil return with reinforcements.
_____________________________________________________________
Extracts Prepared (CL 8; concentration +13)
3rd—communal resist energy, disable construct, heroism x3
2nd—barkskin, bull's strength, cat's grace, invisibility x2
1st—bomber's eye, enlarge person, heightened awareness x2, expeditious retreat

Dendrite Mutagen: +4 natural armor, +2 physical, -2 mental, fast healing 1 in bright light

Briar Bombs (Su): entangles and roots direct hit, entangles others (Ref DC 21 negates) for 5 rounds. All squares of AoE are difficult terrain. 25 ft. splash radius.

Discoveries
Fast Bombs, Frost Bomb (Fort DC 21 vs. stagger), Infusion, Precise Bomb
_____________________________________________________________
Str 8, Dex 18, Con 12, Int 20, Wis 14, Cha10
Feats Ability Focus (bomb), Brew Potion*, Extra Discovery, Iron Will, Throw Anything*, Weapon Focus (bomb)
Skills Acrobatics +12, Craft (alchemy) +24, Disable Device +13, Heal +13, Knowledge (arcana) +16, Knowledge (nature) +16, Perception +13, Spellcraft +16, Use Magic Device +11
Traits Accelerated Drinker
Possessions cloak of resistance +2, ring of protection +2, chain shirt, portable alchemy lab, masterwork short sword, 52 gp


Maeve Vitalis
Female Human Brawler (Shield Champion) 8
CN Medium Humanoid (human)
Init
+4; Senses Perception +12
Languages Talirean
_____________________________________________________________

AC 25, touch 16, flat-footed 20, combat 30 (+4 armor, +2 deflection, +4 Dex, +1 dodge, +4 shield)
hp 103 (8d10+32+8) DR 1/-
Fort +12, Ref +12, Will +5
_____________________________________________________________

Speed 30 ft.
Melee unarmed strike +18/+13 (1d10+10), or
brawler's flurry +16/+16/+11/+11
Ranged shield +16/+16/+11/+11 (1d8+8)
Space ft.; Reach
Base Atk +8; Combat +13
Special Actions brawler's flurry, Power Attack, returning shield, throw shield
Combat Gear potion of cure moderate wounds, potion of greater magic fang (+2), extract of bull's strength
_____________________________________________________________
TACTICS
During Combat: Not the sharpest arrow in the quiver, Maeve is cunning enough to fight dirty, and listen to her brainier teammates. She will hurl her shield until she can get in the enemy's face, and mix haymakers with combat maneuvers to keep their attention on her.
Morale: Brave to a fault, she will fight to the end, or hold the line while the others get out... or drag that pretty fool Pieter to safety if need be.
_____________________________________________________________
Martial Flexibility (Ex): 7/day, get a combat feat for 1 minute. One feat as swift, or two as move.

Throw Shield (Ex): can use shield as ranged weapon, same damage as bash. Can make bull rush, dirty trick, disarm, reposition, or trip in place of attack.

Returning Shield (Ex): can throw shield so it richochets, coming back to her regardless of position. Hitting adhesive or opponent readying action to catch it can negate. Iterative attacks can be richochets.
_____________________________________________________________
Str 22, Dex 18, Con 18, Int 8, Wis 12, Cha 12
Feats Brutal Throw, Combat Expertise, Greater Weapon Focus (close), Power Attack, Pummeling Charge, Pummeling Style, Weapon Focus (close), Weapon Specialization (close)
SQ brawler's cunning, martial training
Skills Athletics +17, Intimidate +12, Perception +12, Sense Motive +12
Possessions +2 heavy steel shield, +1 brawler's light hide, feather step boots, bracers of resistance +2, ring of protection +2, 103 gp


Report this post
Top
 Profile  
 
 Post subject: Re: The Defeated
PostPosted: Mon Dec 07, 2015 1:57 am 
Offline
User avatar

Joined: Sat Oct 05, 2013 1:14 am
Posts: 1381
Elise Zadaria
Female Human Witch (Winter Witch) 9
LE Medium Humanoid
Init
+2; Senses Perception +2
Languages Abyssal, Auran, Draconic, Elven, Giant, Infernal, Norspik, Talirean
_____________________________________________________________

AC 21, touch 15, flat-footed 18, combat 19 (+4 armor, +2 deflection, +3 Dex, +2 natural)
hp 69 (9d6+18+9)
Resist cold 5, endure elements
Fort +8, Ref +9, Will +11
_____________________________________________________________

Speed 30 ft.
Melee touch spell +7
Space 5 ft.; Reach 5
Base Atk +4; Combat +7
Special Actions spells, hexes
Combat Gear potion of bear's endurance, potions of cure serious wounds x2, potion of gaseous form, potion of heroism, wand of cure critical wounds (15 charges), wand of vampiric touch (26 charges)
_____________________________________________________________
TACTICS
During Combat: Elise Zadaria does not believe in half-measures in combat. Any fight she is engaged in, she spares no resources. Anyone who approaches Elise as an enemy is fist affected by her beast of ill-omen hex. She stays out of melee initially, letting Dostan rage and interpose himself. She leads with ice storm hoping to take out minions or lesser allies and then uses wall of ice to try and divide her enemies. Bestow curse and dispel magic are also used to disrupt key opponents. Elise can fly (for 8 minutes a day thanks to her flight hex) and she uses this ability to control where and when she fights her battles. Elise enters melee only reluctantly, but when she does, she is no slouch. A touch spell specialist (thanks to frozen caress), she starts with inflict critical wounds and then begins liberally applying vampiric touch to all her enemies. Elise does have some healing but is unlikely to use those powers on anyone but herself (or maybe to hurt Gaerlan).
In any battle, Elise is willing to sacrifice any of her allies to emerge victorious or to escape. To her, all of her fellows are expendable resources (if valuable ones). She will not squander their lives needlessly but neither will she shed a tear for them.
Morale: Elise realizes how ruthless Cardinal Thorn and his knots are and will never surrender to them. She fights to the death. Only if defeat seems inevitable will she drink her potion of gaseous form and try to escape. She will return even then, hopefully with new allies, to strike again.
_____________________________________________________________
Witch Spells Prepared (CL; concentration +)
5th—baleful polymorph (DC 23), cure critical wounds (DC 26), dominate person (DC 23), feeblemind (DC 23), inflict critical wounds (DC 26)
4th—debilitating portent (DC 23), greater aggressive blizzard (DC 25), inflict serious wounds (DC 25), wall of ice (DC 25)
3rd—bestow curse (DC 24), dispel magic x2, ice storm, vampiric touchx2 (5)
2nd—cure moderate wounds, false life, frost fall x2 (DC 23), stricken heart (DC 23), web (DC 20)
1st—inflict light wounds (DC 22), enlarge person, frostbite x2 (DC 22), mage armor x2
0 (at will)—detect magic, light, ray of frost, read magic
Patron: Winter

Hexes
Beast of Ill-Omen (Su): familiar casts bane
Evil Eye (su): target in 30 ft. takes -4 to one of AC ability checks, attacks, saves, skills for 11 rounds (Will DC 22 reduces to 1 round)
Flight (Su): fly, as the spell, for 9 minutes/day
Frozen Caress (Su): touch spells gain cold descriptor, deal +1d4 cold damage

_____________________________________________________________
Str 10, Dex 16, Con 14, Int 26, Wis 14, Cha 16
Feats Combat Casting, Elemental Focus (cold), Greater Elemental Focus (cold), Improved Familiar, Leadership, Spell Penetration, Weapon Finesse
Skills Appraise +17, Bluff +18, Fly +13, Intimidate +14, Knowledge (arcana) +17, Knowledge (nature) +17, Knowledge (nobility) +17, Knowledge (planes) +17, Knowledge (religion) +17, Sense Motive +12, Spellcraft +17
Traits “Deception is a tool.”
Possessions headband of vast intelligence +4, iron circlet, amulet of natural armor +2, ring of protection +2, cloak of resistance +3, masterwork dagger, holy symbol of magic unmelting ice (500 gp), noble garb, 240 gp, diamond ring (400 gp)

Familiar: Hoarfrost, the white raven (uses ice mephit stats after eating Killiketz; has flyby attack)


Dostan Alfson
Male Half-elf Barbarian (Invulnerable Rager) 9
NE Medium Humanoid (elf, human)
Init
+5; Senses Perception +
Languages Elven, Infernal, Norspik, Talirean, Sylvan
_____________________________________________________________

AC 24, touch 13, flat-footed 21, combat 26 (+8 armor, +3 Dex, +3 natural)
hp 127 (9d12+54+9) DR 4/- (8/- vs. nonlethal)
Resist cold 2, endure elements
Fort +15, Ref +9, Will +8; (+2 vs. enchantment)
_____________________________________________________________

Speed 40 ft.
Melee Whitefang +19/+14 (2d6+12/17-20/x2), or
raging Whitefang +21/+16 (2d6+15)
Ranged javelins +13 (1d6+7)
Space 5 ft.; Reach 5 ft.
Base Atk +9; Combat +16 (+18 raging)
Special Actions Power Attack, rage
Combat Gear potions of cure moderate wounds x2, potion of heroism
_____________________________________________________________
TACTICS
During Combat: At fist glance, with his cold silent stare, it is easy to mistake Dostan for an ignorant brute. The truth is that Dostan (while no genius) is quite an intelligent and tactical warrior. His rages are more moments of pure unfiltered battle focus. He is lightning fast with his prized magic greatsword (taken from a dead Talirean general) barely visible in the midst of the fray. He rages immediately and does not relent until all the foes are dead. Unexpected Strike means that any who approach are likely to precipitate a brutal blow. No Escape means there is no fleeing once engaged with the mighty Dostan. His only weakness is magic and Elise (in the past) has always been there with dispel magic to keep him in the fight.
Morale: Fanatically dedicated to his witch queen to whom he owes a life debt, Dostan fights to the death at Elise’s word.
_____________________________________________________________
Str 24, Dex 16, Con 22, Int 12, Wis 14, Cha 8
Feats Cleave, Improved Initiative, Intimidating Prowess, Power Attack, Skill Focus (Perception), Weapon Focus (greatsword)
Rage Powers Improved Damage Reduction, No Escape, Superstition (+4), Unexpected Strike
Trait “Strike first, strike ruthlessly!,” Witch's Guardian (superstition doesn't apply to Elise)
Skills Acrobatics +14, Athletics +18, Intimidate +17, Perception +16, Survival +13
Possessions Whitefang (+2 keen greatsword, permanent align weapon (good)), +2 mithral breastplate, amulet of natural armor +3, belt of physical prowess (Str/Con) +2, boots of speed, cloak of resistance +3, iron circlet, masterwork javelins x2, holy symbol of Asmodeus


Tallus “Trak” Rackburn
Male Human Ranger (Spell-less Witchguard) 9
LE Medium Humanoid (human)
Init
+7; Senses Perception +14
Languages Elven, Norspik, Talirean
_____________________________________________________________

AC 24, touch 17, flat-footed 17, combat 29 (+4 armor, +7 Dex, +3 natural)
hp 113 (9d10+18+18+9)
Fort +11, Ref +16 (evasion), Will +10 (1 reroll)
_____________________________________________________________

Speed 40 ft.
Melee mwk battleaxe +13 (1d8+3)
Ranged Heartbreaker +17/+12 (1d8+4+1d6 cold/x3)
Space 5 ft.; Reach 5 ft.
Base Atk +9; Combat +12
Special Actions favored enemy (humans +4, elves +2, giants +2), stealth attack +2d6
Combat Gear potions of cure moderate wounds x2, potion of heroism
_____________________________________________________________
TACTICS
During Combat: A missile specialist, Trak use a barrage of arrows to take down anyone who threatens either Elise or his brother Trik. All else being equal, he focuses on his “rival” Gaerlan first.
Morale: Trak is deeply in love with the beautiful Elise Zadaria and has been convinced that she loves him. Thus he is completely devoted to and would gladly die for his “love”. The only order of hers which would give him pause is anything concerning his brother. Trak is also dedicated to his younger twin.
_____________________________________________________________

Defend Charge(Ex): 3/day, spend a move action to give an adjacent spellcaster +4 dodge bonus to AC and +4 concentration.
_____________________________________________________________
Str 16, Dex 24, Con 14, Int 12, Wis 14, Cha 10
Feats Additional Favored Enemy*, Bodyguard*, Deadly Aim, Iron Will, In Harm's Way*, Manyshot, Point-Blank Master*, Point-Blank Shot, Precise Shot, Rapid Shot, Toughness*, Weapon Focus (longbow)
Talents Ranger Feat x2, Trackless Step
Skills Athletics +15, Knowledge (geography) +13, Knowledge (nature) +13, Intimidate +12, Perception +14, Spellcraft +13, Stealth +19, Survival +14 (18 following tracks)
b]Trait[/b] “Fear nothing save our dread lord.”
SQ evasion, favored terrain (urban +4, forest +2), track, swift tracker
Possessions Heartbreaker (+1 frost human-bane composite (+3) longbow), amulet of natural armor +3, belt of dexterity +4, cloak of resistance +3, iron circlet, vest of the vengeful tracker, holy symbol of Asmodeus


Titus “Trik” Rackburn
Male Human Cleric (Infernal Barrister) 5/Rogue 4
LE Medium Humanoid (human)
Init
+; Senses Perception +
Languages Dwarven, Infernal, Norspik, Talirean
_____________________________________________________________

AC 21, touch 15, flat-footed 16, combat 21 (+4 armor, +5 Dex, +2 shield)
hp 89 (9d8+18+18+9)
Fort +7, Ref +11 (evasion), Will +12
_____________________________________________________________

Speed 30 ft. (1/day, move 15 ft. with 5ft. step)
Melee Sniknsnak +13/+8 (1d6+5/19-20)
Space 5 ft.; Reach 5 ft.
Base Atk +6; Combat +6
Special Actions channel negative energy (5/day, 4d6, DC 19), debilitating injury, rogue's edge (Diplomacy), sneak attack +3d6, spells
Combat Gear potions of cure moderate wounds x2, potion of heroism
_____________________________________________________________
TACTICS
During Combat: While perfectly willing to stab any backs that present themselves, Trik is not the warrior that his brother and Dostan are. He makes use of spells and tricks to enhance them and debilitate the enemy.
Morale: While an enthusiastic supporter of Elise, Trik is certainly not ready to die for the witch. If he hits 15 hit points, he runs and tries to convince his brother to do the same. If convinced of Elise's deceptions, and the Nessians' loyalty to Cardinal Thorn, he will change sides and try (in vain) to free Trak from her influence.
_____________________________________________________________
Domain Spell-like Abilities (CL 7; concentration +13)
at will – copycat (one mirror image as move action, touch of evil (sickened, treat as good for evil spells)

Cleric spells Prepared (CL 7; concentration +13)
4th—blessing of fervor, confusion* (DC 20), cure critical wounds, dismissal (DC 20), divine power, unholy blight* (DC 20)
3rd—communal resist energy x2, dispel magic, magic circle against good*, nondetection*
2nd—align weapon*, bear's endurance, blindness/deafness (DC 18), bull's strength, cure moderate wounds, invisibility*, owl's wisdom
1st—bless, cure light wounds x2, disguise self*, protection from good*, shield of faith x3
0 (at will)—bleed, guidance, detect poison, mending
Domains: Evil, Trickery

Debilitating Injury: when dealing sneak attack damage, Trik can inflict one of the following conditions:
Bewildered – target takes a -2 penalty to AC, or -4 against Trik.
Disoriented – target takes a -2 penalty to attack rolls, or -4 against Trik.
Hampered – target's speed is reduced by half, and it cannot take a 5-ft. Step.
Each penalty lasts one round. They do not stack, but additional sneak attacks do extend the duration by one round each. A target cannot suffer more than one of these penalties at a time, and applying a new one ends the old. Any form of healing removes the penalty.

Demanding Channel (Su): Trik cannot use his channel negative energy ability to heal undead. Instead, he can spend two uses of it, to heal all evil living creatures within 30 ft, and grant them the Devil's Pact feat for (cleric level) minutes. To gain these benefits, a target must spend an immediate action to swear fealty to Asmodeus, and if it dies during that time, its soul is bound to Hell, and cannot be restored to life by any means short of miracle or wish, gaining three negative levels even if those spells are used.

_____________________________________________________________
Str 10, Dex 20, Con 14, Int 14, Wis 22, Cha 14
Feats Combat Casting, Improved Initiative, Multiclass, Skill Focus (Bluff), Skill Focus (Knowledge [religion]), Selective Channel, Toughness, Weapon Focus (short sword)
Talents Minor Magic (ghost sound), Slow Reactions, Weapon Training
Skills Bluff +16, Diplomacy +14, Disguise +9, Heal +13, Knowledge (religion) +17, Perception +13, Perform (oratory) +9, Sense Motive +14, Sleight of Hand +12, Spellcraft +14, Stealth +17
Trait “Deception is a tool.”
SQ danger sense +2, finesse training, trapfinding
Possessions Sniknsnak (+2 short sword), +1 buckler, +1 chain shirt, belt of dexterity +2, cloak of elvenkind, headband of wisdom +2, holy symbol (Asmodeus) of resistance +3, jaunt boots, lesser rod of extend spell


Report this post
Top
 Profile  
 
 Post subject: Re: The Defeated
PostPosted: Sun Jan 10, 2016 12:15 am 
Offline
User avatar

Joined: Sat Oct 05, 2013 1:14 am
Posts: 1381
Aspect of the Moon Prince
CG Large Outsider (azata, agathion, chaotic, good, shapechanger)
Init
+5; Senses Perception +19; darkvision 120 ft., low-light vision, scent
Languages Celestial, speak with animals, Sylvan, Talirean
_____________________________________________________________

AC 32, touch 22, flat-footed 27, combat 30 (+4 deflection, +5 Dex, +3 insight, +10 natural); blur
hp 195 (10d10+50+30); DR 10/evil and silver
Fort +12, Ref +7, Will +13 (pack leader not included)
Resist all energy 10
_____________________________________________________________

Speed 50 ft.
Melee bite +17 (2d6+8 and curse) and 2 claws +17 (1d8+8 and lunacy)
Space 10 ft.; Reach 10 ft.
Base Atk +10; Combat +19
Special Actions favored enemy (evil outsider +4, human +4, aberration +2)
Combat Gear none
_____________________________________________________________
TACTICS
During Combat: the Aspect will start by casting darkness, and unleashing his howl, hoping to disrupt his enemies. Then, he simply flanks with his pack and tears his enemies to shreds.
Morale: the aspect is out to avenge the defeat of the lillends and moon dogs, and knows that its death would only be temporary. It fights with nothing held back. Still, the Moon Prince is not on good terms with Mitra, and if the aspect is defeated, he will not be able to try again. If clearly outmatched, he will try to retreat and join forces with other do-gooders.
_____________________________________________________________
Spell-like Abilities (CL 10; concentration +16)
3/day – cone of cold (electric as eagle, fire as snake), cure serious wounds, darkness, dimension door, dispel magic, light
1/day – heal, reverse gravity
at will – blur, charm animal, invisibility (self-only), ventriloquism
constant – detect evil, freedom of movement, speak with animals

Change Shape (Su): as alter self or beast shape III, but swift action to change and does not change ability scores and only a move action. Can become any humanoid, wolf, eagle, or snake, or lycanthropic hybrid. Wolf gives +10 ft. base speed, howl, trip. Eagle gives flight, true seeing. Snake gives climb, swim, poison.

Chimeric Frenzy: upon being reduced to -20 hit points or below, the Aspect grows two additional heads and an extra set of arms, and can make a full attack of three bites and four claws as an immediate action before dying.

Curse of Lycanthropy (Su): inflicts lycanthropy as current animal form, except for the new alignment; CG for wolf, NG for eagle, LG for snake.

Howl (Su): standard action in wolf form. Allies are hasted, evil creatures take 10d4 sonic damage, are panicked and deafened on failed save, shaken on passed. Once per hour. DC 22 Will save.

Lunatic Claws (Su): each creature struck by the Moon Prince's claw attacks, regardless of his current form, takes 1d4 points of Wisdom damage. On a critical hit, the target is also confused for 5 rounds. A DC 20 Will save reduces the Wisdom damage to 1 point and the confusion to 1 round. Finally, all of his natural attacks count as magic and silver for beating damage reduction.

Pack Leader (Ex): the Aspect gains a +4 morale bonus to attack rolls and saving throws when he has at least one ally or follower in the combat (not included above). His allies gain the same bonus, and gain all of his Teamwork feats.

Poison (Ex): 1/round, cure 3 saves, 1d8 Con, DC 24. Con-based save with +4 racial bonus.
_____________________________________________________________
Str 27, Dex 20, Con 20, Int 14, Wis 22, Cha 18
Feats Dodge, Mobility, Power Attack, Outflank*, Spring Attack, Toughness
Skills Acrobatics +17, Diplomacy +12, Intimidate +12, Fly +17, Knowledge (nature) +15, Knowledge (planes) +10, Perception +19, Perform (dance) +12, Stealth +17, Survival +19
SQ
Possessions none


The Prince's Pack
Advanced half-celestial winter wolves (4)
NG large outsider (cold, native)
Init
+9; Senses Perception + darkvision 60 ft., low-light vision, scent
Languages Canine, Celestial, Sylvan
_____________________________________________________________

AC 25, touch 15, flat-footed 20, combat 25 (+5 Dex, +10 natural)
hp 93 (6d10+48+12) ; DR 5/evil; SR 19
Fort +13, Ref +10, Will +6 (+4 vs. poison, Pack Leader not included)
Immune disease, cold; Resist acid, fire, electricity 10
Vulnerable fire
_____________________________________________________________

Speed 50 ft., fly 100 ft. (good)
Melee bite +16 (2d6+13+1d6 cold and trip)
Space 10 ft.; Reach 5 ft.
Base Atk +6; Combat +16
Special Actions breath weapon (every 1d4 rounds, 8d6 cold, Ref save half DC 21), smite evil 1/day (+3 to hit, +6 damage)
_____________________________________________________________
Spell-like Abilities (CL 6; concentration +10)
3/day – protection from evil
1/day – aid, bless, cure serious wounds, detect evil, neutralize poison
_____________________________________________________________
TACTICS
During Combat: The pack will focus their icy breath weapons on a tough enemy, and then try to flank to take advantage of the bonus from Pack Leader.
Morale: If the Aspect is defeated and half their own number fall, the survivors will flee. _____________________________________________________________
Str 28, Dex 21, Con 26, Int 13, Wis 19, Cha 16
Feats Improved Initiative, Improved Natural Attack, Toughness
Skills Fly +14, Intimidate +12, Perception +13, Perform (howl) +12, Sense Motive+13, Stealth +14, Survival +13
SQ
Possessions


Report this post
Top
 Profile  
 
 Post subject: Re: The Defeated
PostPosted: Mon Jan 11, 2016 12:31 am 
Offline
User avatar

Joined: Sat Oct 05, 2013 1:14 am
Posts: 1381
Argossarian

Image

Male young adult fighter silver dragon
LG Huge dragon (cold)
Init
+; Senses Perception +23; darkvision 120, blindsense 60, fog vision
Languages Auran, Draconic, Giant, Goblin, Talirean
_____________________________________________________________

AC 29, touch 11, flat-footed 29, combat 37 (+4 armor, +3 deflection, +18 natural, -2 size)
hp 255 (15d12+75); DR 5/magic; SR 24
Fort +14, Ref +11, Will +16
Immune[/i] acid, cold, paralysis, sleep
_____________________________________________________________

[b]Speed
40 ft., fly 200 ft. (average)
Melee bite +26 (2d8+16) and 2 claws +25 (2d6+12) and tail +23 (2d6+16) and 2 wings +23 (1d8+7), or
masterwork greatsword (human form) +25/+20/+15 (2d6+13/19-20)
Space 15 ft.; Reach 10 ft. (15 with bite)
Base Atk +15; Combat +24 (+29 sunder with bite)
Special Actions breath weapon (50 ft. cone, DC 22, 10d8 cold), change shape, crush (2d8+10, DC 22), paralyzing breath (1d6+5 rounds)
_____________________________________________________________
TACTICS
During Combat: Argossarian focuses on whoever is conducting the ritual and does his best, even endangering his own life, to stop this abomination. He leads with his paralyzing breath weapon hoping to fell his foes quickly and then uses his great melee prowess to fight his way to the altar. There he will ensconce himself and battle to the death or until he is sure the ritual is disrupted.
Morale: Having come to understand how important this battle is, Argossarian fights to the death to disrupt the ritual.
_____________________________________________________________
Spell-like Abilities (CL 15; concentration +19)
at will – detect evil, feather fall

Sorcerer Spells Known (CL 5; concentration +)
2nd (7/day)—augury, invisibility
1st (7/day)—divine favor, mage armor, shield, true strike
0 (at will)—create water, detect magic, light, read magic, stabilize

Change Shape (Su) A silver dragon can assume any animal or humanoid form 3/day as if using polymorph as a move action. This does not change the dragon's ability scores or natural armor.

Cloudwalking (Su) A very young or older silver dragon can tread on clouds or fog as though on solid ground.

Fog Vision (Ex) A juvenile or older silver dragon can see perfectly well in fog and clouds.

Graceful Flight (Ex) A young or older silver dragon’s aerial maneuverability is one step better than normal.

Paralyzing Breath (Su) Instead of a cone of cold, a silver dragon can breathe a cone of paralyzing gas. Creatures within the cone must succeed on a Fortitude save or be paralyzed for 1d6 rounds plus 1 round per age category of the dragon
_____________________________________________________________
Str 29, Dex 10, Con 21, Int 18, Wis 20, Cha 18
Feats Critical Focus, Hover, Greater Sunder*, Improved Critical (bite)*, Improved Initiative, Improved Sunder*, Iron Will, Lighting Reflexes, Multiattack, Power Attack, Staggering Critical*, Weapon Focus (bite)
Skills Acrobatics +15 (+19 jump), Diplomacy +22, Fly +14, Heal +22, Intimidate +22, Knowledge (local, nobility) +22, Perception +23, Sense Motive +23, Spellcraft +22
SQ armor training, frightful presence (150 ft., DC 21), weapon training (natural) +3
Possessions ring of protection +3


Kymil of the Neji'alfar
Male snow elf druid 9
NG Medium humanoid (elf)
Init
+4; Senses Perception +
Languages Draconic, Elven, Sylvan, Talirean
_____________________________________________________________

AC 21, touch 16, flat-footed 17, combat 20 (+3 armor, +2 deflection, +4 Dex, +2 natural)
hp 106 (9d8+18+18+9)
Fort +12, Ref +12, Will +
_____________________________________________________________

Speed 30 ft.
Melee masterwork scimitar +4 (1d6-2)
Space 5 ft.; Reach 5 ft.
Base Atk +6; Combat +4
Special Actions wild empathy, wild shape
Combat Gear scroll of heal
_____________________________________________________________
TACTICS
During Combat: Kymil is here for one reason only; to protect and support Argossarian. He will hide on the dragon's back, invisible and in the smallest animal form he can manage, casting spells on the dragon.
Morale: Kymil's family have served and worshiped Argossarian's kin for generations. He will not abandon “the young master,” and if the dragon falls before him, he will either take his own life, or hide in the Horn as a saboteur to avenge him.
_____________________________________________________________
Domain Abilities
Venomous Stare (Sp): gaze attack as standard action; target makes DC 21 Will save or take 1d6+4 nonlethal damage and are fascinated for one round.
Dragonbreath (Su): 2/day, 15 ft. cone, 5d6 cold damage, DC 21 Reflex half

Druid Spells Prepared (CL9; concentration +16)
5th—animal growth*, call lightning storm (DC 22) cure critical wounds, Silent cure serious wounds, stoneskin
4th—dragon's breath (DC 21) flame strike, freedom of movement Silent cure moderate wounds
3rd—draconic reservoir*, greater magic fang x2, protection from energy x2, Silent frost fall (DC 19), stone shape (6)
2nd—animal trance*, barkskin, bear's endurance, bull's strength, cat's grace, Silent entangle (DC 18), resist energy, (6)
1st—cure light wounds x2, endure elements, magic fang* x2, shillelagh, speak with animals (6)
0 (at will)—create water, detect poison, guidance, stabilize

Wild Shape (Su): 3/day, 9 hours. As beast shape III, elemental body II or plant shape I.

_____________________________________________________________
Str 7, Dex 18, Con 14, Int 14, Wis 24, Cha 10
Feats Fast Wild Shape, Natural Spell, Silent Spell, Skill Focus (Stealth), Toughness
Skills Fly, Knowledge (nature), Perception, Ride, Spellcraft, Survival
SQ elven magic, elven immunities, nature bond (Scalykind [Dragon] domain), nature sense, resist nature's lure, trackless step
Possessions +1 wild leather armor, +1 wild light shield, amulet of natural armor +2, cloak of resistance +2, headband of wisdom +2, ring of deflection +2


Report this post
Top
 Profile  
 
 Post subject: Re: The Defeated
PostPosted: Sun Jan 17, 2016 7:43 pm 
Offline
User avatar

Joined: Sat Oct 05, 2013 1:14 am
Posts: 1381
Ezra Thrice-Damned
Cleric Dread Wraith
NE Large Undead (Incorporeal)
Init
+13 Senses lifesense 60 ft., Perception +28
Languages Abyssal, Infernal, Talirean
Aura evil, unnatural aura (30 ft.)
_____________________________________________________________

AC 25, touch 25, flat-footed 16, combat 40 (+7 deflection, +9 Dex, -1 size)
hp 184 (16d8+112)
Immune undead traits
Fort +13, Ref +15, Will +18
_____________________________________________________________

Speed 60 ft. (good)
Melee incorporeal touch +20 (3d6 negative + 1d8 Con drain [Fort DC 27])
Space 10 ft.; Reach 10 ft.
Base Atk 12; Combat +22
Special Actions channel negative energy (10/day, 7d6, DC 24), create spawn
Combat Gear
_____________________________________________________________
TACTICS
During Combat: Ezra sends forth his wraiths and the other undead he's collected to protect him while he enhances himself with spell immnity (ghostbane dirge, magic missile, ill omen), eagle's splendor, divine power, and cat's grace. He will unleash his spells and channelling (shattering Artephius will be his first priority, given the golem's immunity to anything else the wraiths can throw at it), swooping in to devour a soul if he senses weakness.
Morale: Typically, the Thrice-Damned is something of a coward; however, he has had it up to here with the Knot's disrespect and meddling, and is desperate to seize his last chance to reclaim the Horn and deliver it to Vetra-Kali himself.
_____________________________________________________________
Cleric spells Prepared (CL;14 concentration +21)
6th—antilife shell, create undead*, harm (DC 23), plague storm* (DC 23), quickened shatter (DC 19)
5th—acid strike x2 (DC 22), slay living* (DC 22), quickened ray of sickening*, wall of stone
4th—death ward*, divine power, empowered shatter (DC 19), spell immunity, unholy blight* (DC 21)
3rd—contagion* (DC 20), dispel magic, extended cat's grace, extended eagle's splendor, magic circle against good*
2nd—align weapon*, death knell*, owl's wisdom, pilfering hand (+21), shatter, silence (DC 19)
1st—bless, entropic shield, forbid action (DC 18), protection from good*, protection from law, ray of sickening* (DC 18)
0 (at will)—guidance, resistance

Domain powers: Death (Plague), Evil
Bleeding Touch (Su): add 1d6 bleed to standard touch attack for 7 rounds
Scythe of Evil (Su): make attacks unholy for 7 rounds 2/day
Touch of Virulence (Su): trigger disease's damage immediately
Touch of Evil (Sp): target is sickened 7 rounds, counts as good for evil spells

_____________________________________________________________
Str -, Dex 28, Con -, Int 14, Wis 24, Cha 25
Feats Ability Focus (Con drain), Combat Reflexes, Command Undead, Empower Spell, Extend Spell, Flyby Attack, Improved Natural Attack (touch), Quicken Spell
Skills Bluff +18, Fly +24, Intimidate +26, Knowledge (planes) +13, Perception +26, Sense Motive +26, Stealth +24
SQ channel resistance +4, incorporeal
Possessions none


Report this post
Top
 Profile  
 
 Post subject: Re: The Defeated
PostPosted: Mon Jan 18, 2016 4:46 am 
Offline
User avatar

Joined: Sat Oct 05, 2013 1:14 am
Posts: 1381
The Sons of Balentyne


Sir Richard Havelyn
Male human Paladin 10
Image
LG Medium humanoid (human)
Init
+4; Senses Perception +1
Languages Talirean
Aura courage, resolve
_____________________________________________________________

AC 29, touch 10, flat-footed 29, combat 27 (+11 armor, +3 natural, +5 shield)
hp 182 (10d10+40+10+20)
Fort +19, Ref +11, Will +17
_____________________________________________________________

Speed 20 ft.
Melee Sanctifier +19/+18 (1d10+8/19-20/x2)
Ranged javelin +11 (1d6+6)
Space 5 ft.; Reach 5 ft.
Base Atk +10; Combat +16
Special Actions channel energy (5d6, DC 21), detect evil at will, divine bond (weapon, +2), lay on hands, smite evil 4/day
Combat Gear holy water x2, potion of cure serious wounds x2, potion of heroism
_____________________________________________________________
TACTICS
During Combat: Sir Richard smites first and asks questions later. He heads straight for the altar, hoping to disrupt the ritual and see that it’s evil is stopped. Any who get his way earn his special attention. He prefers to focus on one enemy at a time. He wastes little time on banter but does issue his battle cry “For Balentyne! My father, know that this day ye shall be avenged!” Yes, he talks like that. Like father like son.
Morale: Like his father, Sir Richard never retreats especially from evil. He will either be victorious or die. However, fortunately for him, the wizards do not share Sir Richard’s fanatic zeal. If Sir Richard falls, either wizard is quick to use teleport.
_____________________________________________________________

Paladin Spells Prepared (CL 7; concentration +13)
3rd—burst of speed, fire of judgment x2 (DC 19), litany of escape
2nd—effortless armor, fire of entanglement (DC 18), paladin's sacrifice
1st—bless weapon, divine favor, hero's defiance x2

Lay on Hands (Su): 5d6, 8/day, mercies (shaken, diseased, cursed)
_____________________________________________________________
Str 23, Dex 11, Con 18, Int 10, Wis 12, Cha 22
Feats Channel Smite, Improved Initiative, Power Attack, Toughness, Shield Focus, Weapon Focus (******* sword)
Traits Hatred of the Dark Prince, Strong Will
Skills Diplomacy +19, Knowledge (religion) +13, Ride +13, Sense Motive +14
SQ aura of courage, aura of resolve, divine grace
Possessions Sanctifier (+2 ******* sword), +2 full plate, +2 heavy shield, helmet of natural armor +3, holy symbol of charisma +2 and resistance +3 Alerion dagger, 4 masterwork javelins

Sister Meaghan Donnigan
Female human Cleric 10

Image

LG Medium humanoid
Init
+1; Senses Perception +8
Languages Celestial, Talirean
_____________________________________________________________

AC 28, touch 14, flat-footed 27, combat 20 (+9 armor, +3 deflection, +1 Dex, +5 shield) (includes shield of faith and magic vestment)
hp 125 (10d8+30+10+30)
Fort +13, Ref +7, Will +18
_____________________________________________________________

Speed 20 ft.
Melee masterwork longsword +11/+6 (1d8+3/19-20)
Ranged sling +8/+3 (1d6+3)
Space 5 ft.; Reach 5 ft.
Base Atk +7; Combat +10
Special Actions channel positive energy (5d6, 7/day, DC 23)
Combat Gear 3 vials of holy water, potion of bull's strength, scroll of daylight x2
_____________________________________________________________
TACTICS
During Combat: Sister Meaghan is a true believer in Sir Richard having a destiny. She does all he can to keep the paladin alive and in the fight, even at grave risk to her own safety.
Morale: Sister Meaghan is fearless in the face of evil and will stand by Sir Richard to the bitter end.
_____________________________________________________________
Cleric spells Prepared (CL 10; concentration +18)
5th—break enchantment, flame strike* (DC 23), righteous might*, spell resistance, summon monster V
4th—blessing of fervor, divine power, dismissal (DC 22), fire shield*, holy smite* (DC 22), spell resistance x2
3rd—communal resist energy, dispel magic, heroism*, magic vestment x2, searing light*, stone shape
2nd—bear's endurance x2, bless weapon*, compassionate ally, heat metal* (DC 20), remove paralysis x2, status (6)
1st—bless x2, endure elements*, entropic shield, protection from evil x2, shield of faith* x2
0 (at will)—create water, detect poison, guidance, light

Domains Glory (Heroism), Sun
Aura of Heroism (Su): emit 30 ft. aura as swift action for 10 rounds/day. Allies have heroism.
Nimbus of Light (Su): emit a 30 ft. radius daylight for 10 rounds/day; undead take 11 damage per round, darkness automatically dispelled.
Touch of Glory (Sp): give one creature +10 to a Charisma-based check as standard action, at will.
Sun's Blessing (Su): add cleric level when damaging undead with channeled energy. Undead don't get channel resistance.
_____________________________________________________________
Str 16, Dex 12, Con 16, Int 12, Wis 26, Cha 19
Feats Ability Focus (channel), Alignment Channel, Quicken Channel, Selective Channel, Shield Focus, Toughness
Traits Member of the Choir
Skills Diplomacy +17, Knowledge (religion) +15, Perform (sing) +18, Sense Motive +21, Spellcraft +14
Possessions +3 breastplate, amulet of natural armor +2, Mitran holy symbol of Wisdom +4, vestment of resistance +3 masterwork heavy shield embossed with the heraldry of St. Macarius, masterwork longsword, masterwork sling, 540 gp.


Mathias Richter
Male old human Wizard (Exploiter) 10
Image
LN Medium humanoid
Init
+7; Senses Perception +12
Languages Abyssal, Auran, Celestial, Draconic, Dwarven, Elven, Giant, Gnome, Halfling, Sylvan, Talirean
_____________________________________________________________

AC 28, touch 17, flat-footed 25, combat 22 (+4 armor, +3 deflection, +3 Dex, +1 insight, +4 shield)
hp 118 (10d6+30+10+30)
Fort +9, Ref +9, Will +13
_____________________________________________________________

Speed 30 ft., fly 50 ft.
Melee masterwork short sword +6 (1d6/18-20)
Ranged spell +8
Space 5 ft.; Reach 5 ft.
Base Atk +5; Combat +5
Special Actions
Combat Gear necklace of self-immolation, potion of cure serious wounds x2, wand of dimension door (10 charges), wand of magic missile
_____________________________________________________________
TACTICS
During Combat: Richter focuses on defense and control, leaving the big booms to his colleague Erik. If dropping a fireball on the Knot's head does seem the opportune thing to do, however, he will find it deeply satisfying. If Sir Richard falls, or victory seems impossible, Richter will get to his side by any means possible, and teleport him to safety. After Richard, he prioritizes saving Meaghan, then Inga, then Erik and finally Meinhard.
Morale: Richter is determined to atone for his failure at Branderscar, and fiercely grateful to the young paladin who offered him a second chance. He will sacrifice his own life to see the mission succeed. What he will not do is risk Sir Richard dying... or any of his party falling into the Knot's clutches alive. He has seen how they treat their captives, and would rather die than be their prisoner again.
_____________________________________________________________
Wizard Spells Prepared (CL 10; concentration +18 (22 cast defensively))
5th—bouncing overwhelming grief (DC 23), dominate person (DC 24), hold monster (DC 24), icy prison (DC 22), overland flight, teleport
4th—bouncing hold person, (DC 22) confusion (DC 23), greater invisibility, stoneskin x2
3rd—dispel magic x2, displacement x2, haste, hold person (DC 22)
2nd—bear's endurance x2, hideous laughter (DC 21), invisibility, mirror image, scorching ray
1st—anticipate peril x3, expeditious retreat, mage armor, shield
0 (at will)—arcane mark, detect magic, mending, read magic

Arcane Reservoir (Su):13 points. Increase CL or save DC of spell by 2, or teleport up to 100 ft. for 5 ft. of movement as part of move or withdraw without AoO.

_____________________________________________________________
Str 11, Dex 16, Con 17, Int 26, Wis 16, Cha 16
Feats Bouncing Spell, Combat Casting, Craft Magic Item*, Greater Spell Focus (enchantment), Improved Initiative, Spell Focus (Enchantment), Spell Mastery*, Toughness
Exploits Consume Magic Items, Dimensional Slide, Potent Magic,
Skills Bluff +12, Diplomacy +7, Intimidate +12, Knowledge (arcana) +21, Knowledge (history) +21, Knowledge (local) +21, Knowledge (nobility) +21, Linguistics +16, Perception +12, Sense Motive +12, Spellcraft +21
SQ
Possessions belt of dexterity +2, cloak of resistance +3, dusty rose prism ioun stone, headband of intelligence +2, lesser rod of quicken spell, ring of protection +3

Necklace of Self-Immolation: this necklace of fireballs bears a unique curse. Should the wearer die or fall unconscious, all of the spheres detonate, centered on the wearer. If the wearer is not dead, he must make a Fortitude save (DC 15 + damage dealt) or die instantly. It currently has the following spheres: 10d6, two 8d6, two 6d6, and four 4d6.


Eric “the Falconer” Varning
Male human Evoker 10
Image
NG medium humanoid
Init
+5; Senses Perception +12
Languages Aquan, Auran, Draconic, Ignan, Talirean, Terran
_____________________________________________________________

AC 27, touch 19, flat-footed 21, combat 25 (+4 armor, +3 deflection, +6 Dex, +4 shield)
hp 99 (10d6+20+10)
Fort +8, Ref +12, Will +11
_____________________________________________________________

Speed 30 ft.
Melee masterwork dagger +7 (1d4+1/18-20)
Ranged spell +11
Space 5 ft.; Reach 5 ft.
Base Atk +5; Combat +6
Combat Gear potion of cure moderate wounds, scrolls of cone of cold, detonate, dimension door, passwall
_____________________________________________________________
TACTICS
During Combat: Erik is a disciple of the gospel of boom. He loves large impressive evocation spells and he expertly uses them every round. He keeps teleport in reserve however.
Morale: Erik is neither a fanatic (like Richard and Meaghan) nor guilt-ridden (like Mathias).
_____________________________________________________________
Spell-like Abilities (CL 10 (14 vs. SR); concentration +16 (20 defensive))
at will – force missiles
10 rounds/day – elemental wall

Wizard Spells Prepared (CL 10 (14 vs. SR); concentration +16 (20 defensive))
5th—Empowered fireball x2 (DC 21), firesnake, (DC 23), lightning arc, (DC 23), teleport
4th—dimension door, dragon's breath (DC 22), Screaming fireball (DC 21), stoneskin x2
3rd—fireball (DC 21), fly, lightning bolt (DC 21), Screaming scorching ray x2
2nd—bear's endurance, defensive shock, mirror image, shatter (DC 20), stone discus x2
1st—burning hands (DC 19), mage armor, magic missile x2, shield, shocking grasp, true strike
0 (at will)—detect magic, ray of frost, prestidigitation, read magic, spark
Prohibited schools: illusion, necromancy
_____________________________________________________________
Str 12, Dex 22, Con 15, Int 22, Wis 12, Cha 11
Feats Combat Casting, Craft Magic Item, Empower Spell, Greater Spell Focus (evocation), Greater Spell Penetration, Screaming Spell, Spell Focus (evocation), Spell Penetration
Skills Fly +18, Handle Animal +10, Knowledge (arcana) +19, Knowledge (engineering) +19, Knowledge (geography) +19, Knowledge (nature) +19, Knowledge (nobility) +19, Knowledge (planes) +19, Perception +12, Spellcraft +19
SQ arcane bond (hawk familiar), intense spells (+5 damage)
Possessions +2 battle wand, belt of dexterity +2, headband of intelligence +2, ring of protection +3, cloak of resistance +3

Inga Eisenbauch
Female dwarf Ranger (Spell-less Deep Walker) 10
Image
NG medium humanoid (dwarf)
Init
+11; Senses Perception +21
Languages Dwarven, Giant, Talirean, Undercommon
_____________________________________________________________

AC 29, touch 20, flat-footed 21, combat 30 (+6 armor, +3 deflection, +6 Dex, +1 dodge, +3 natural); blur
hp 131 (10d10+50+10)
Fort +14, Ref +15, Will +8 (+2 all vs. spells, SLAs, and poison)
_____________________________________________________________

Speed 30 ft.
Melee two +2 handaxes +17/+12 (1d6+6/x3)
Ranged two +2 handaxes +17/+12 (1d6+6/x3), or
Deadly Aiming +2 handaxes +14/+9 (1d6+12/x3)
Space 5 ft.; Reach 5 ft.
Base Atk +10; Combat +16
Special Actions favored enemy (duergar +6, human +4, giant +2), hunter's bond (companions), stealth attack +3d6, wild empathy
Combat Gear 2 vials of alchemist's fire, 2 tanglefoot bags
_____________________________________________________________
TACTICS
During Combat: Inga prefers to fight from ambush, and is perfectly happy to accept Richter's greater invisibility spell to aid in throwing her deadly axes. Failing that, she will try to flank with Richard or Meinhard.
Morale: Though honor-bound to avenge her husband's murder, Inga is patient, and well-acquainted with hit and run tactics. Unlike some of her companions, she feels no shame in retreat from a losing fight.
_____________________________________________________________
Str 12, Dex 22, Con 20, Int 14, Wis 16, Cha 10
Feats Deadly Aim, Dodge*, Point-Blank Shot, Precise Shot, Quick Draw, Weapon Focus (handaxe)
Talents (Fighter) Dextrous, Two Weapon Fighting, Shrug It Off; (Ranger) Favored Enemy Critical, Ranger Feat, Trapfinding
Skills Acrobatics +19, Athletics +14, Disable Device +19, Heal +11, Knowledge (dungeoneering) +15, Knowledge (nature) +15, Perception +21, Stealth +24, Survival +21
SQ combat style (Talented), deep knowledge (+5; already included above), defensive training, evasion, fast movement, greed, hardy, hatred, rock hopper, stability, stonecunning, swift tracker, track
Possessions two +2 handaxes, amulet of natural armor +3, blinkback belt, cloak of resistance and minor displacement +2, gloves of dexterity +2, ring of protection +3, mithral chain shirt (magic vestment)

Mad Meinhard Mott
Male Human Brawler 10

Image

CN Medium Humanoid (human)
Init
+4; Senses Perception +12
Languages Talirean
_____________________________________________________________

AC 27, touch 19, flat-footed 21, combat 36 (+5 armor, +3 deflection, +4 Dex, +2 dodge, +3 natural) (includes shield of faith)
hp 131 (10d10+50+10) DR 1/-
Fort +16, Ref +13, Will +7
_____________________________________________________________

Speed 30 ft.
Melee unarmed strike +23/+18 (1d10+13), or
brawler's flurry +21/+21/+16/+16, or
power attacking flurry +18/+18/+13/+13 (1d10+19)
Ranged dagger +14 (1d8+4/18-20)
Space 5 ft.; Reach 5 ft.
Base Atk +10; Combat +17 (grapple +23)
Special Actions brawler's cunning, knockout 2/day, Power Attack
Combat Gear potion of cure moderate wounds x2
_____________________________________________________________
TACTICS
During Combat: “Scream and charge” sums up both Meinhard's battle strategy and his philosophy in life. He is a natural-born dirty wrestler, and loves to bring an evil sorcerer or sword-swinging ponce to grips.
Morale: Meinhard respected only one man in his life - his brother Franz. They disagreed about everything. Meinhard certainly never cared for the flighty young trophy wife his brother got saddled with. But deep down he loved his brother. And now he’s certain that the people before him caused his brother’s death. Mad Meinhard is going to rip them open and carve his brother’s name in their guts. No surrender! No retreat!
_____________________________________________________________
Martial Flexibility (Ex): 8/day, get a combat feat for 1 minute. One feat as free two as swift, or three as move.

Knockout (Ex): declare before rolling; if attack hits, target makes DC 22 Fort save or fall unconscious. Makes new save every turn to wake up as full round. Targets immune to critical hits or nonlethal are immune to Knockout.
_____________________________________________________________
Str 24, Dex 18, Con 20, Int 8, Wis 12, Cha 8
SQ brawler's cunning, brawler's strike (magic, cold iron, silver), maneuver training (grapple +2, trip +1) martial training
Feats Combat Expertise, Greater Grapple, Greater Weapon Focus (close), Improved Grapple, Intimidating Prowess, Power Attack, Pummeling Charge, Pummeling Style, Weapon Focus (close), Weapon Specialization (close)
Skills Athletics +17, Intimidate +11, Perception +12, Sense Motive +12
Possessions +2 brass knuckles, +2 brawler's light hide, belt of physical might (Str/Con) +2, bracers of resistance +2, daggers (5)


Report this post
Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 11 posts ]  Go to page 1, 2  Next

All times are UTC - 5 hours [ DST ]


Who is online

Users browsing this forum: No registered users and 0 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron

suspicion-preferred