Amien Solarsadness:  Aasimar hexblade 3; CR 4; Medium humanoid; HD 3d10+3; hp 30; Init +1; Spd 30ft.; AC 15, touch 11, flat-footed 14; Base Atk +3; Grp +6; Atk +6 melee (1d8+3 / 19-20, Longsword), Full Atk +6 melee (1d8+3 / 19-20, Longsword), or Atk +7 melee (1d4+3/19-20, MasterWork Silver Dagger) or Atk +4 ranged (1d4+3, Dart); SA Hexblade's Curse 1/day; SQ aasimar traits, arcane resistance, mettle; AL CN; SV  Fort +2, Ref +2, Will +5; Str 17, Dex 12, Con 13, Int 14, Wis 15, Cha 18.
    Skills and Feats:  Bluff +8, Diplomacy +9, Intimidate +9, Knowledge (Arcana) +5, Listen +4, Ride +5, Spellcraft +5, Spot +4, Speak Celestial, Common, Draconic, Elven; Celestial Bloodline, Power Attack.
    Aasimar Traits (Ex):  +2 racial bonus on Spot & Listen checks, Darkvision 60 ft., Daylight (SP) 1/day, Resistance to Acid 5, Cold 5, Electricity 5.
    Arcane Resistance (Su):  Amien gains a bonus equal to his Charisma bonus on saving throws against spells and spell-like effects.
    Hexblade's Curse (Su):  Once per day, as a free action Amien can unleash a curse upon a foe.  The target must be visible to him and within 60 feet.  The target of his curse takes -2 penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls for 1 hour thereafter.  A successful Will save (DC 10 + 1/2 hexblade's class level + hexblade's Cha modifier) negates the effect. 
    Mettle (Ex):  Amien can resist magical and unusual attacks with great willpower or fortitude.  If he makes a successfull Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect.  An unconscious or sleeping hexblade does not gain the benefit of mettle. 
    Possessions:  Acid (3 flasks), Backpack, Darts (8), Longsword, MasterWork Chain Shirt, MasterWork Silver Dagger, Traveler's Outfit, Waterskin, SP 5, GP 60



Gregarius:  Dark Elf   warmage 1; CR 3; Medium humanoid; HD 1d6+1; hp 7; Init +3; Spd 30ft.; AC 18, touch 13, flat-footed 14; Base Atk +0; Grp +2; Atk +3 melee (1d6+2 / 18-20, MasterWork Rapier), Full Atk +3 melee (1d6+2 / 18-20, MasterWork Rapier), or Atk +3 ranged (1d4/19-20, Hand Crossbow); SA warmage edge  SQ armored mage,  dark elf traits; AL CN; SV  Fort +1, Ref +3, Will +4; Str 15, Dex 17, Con 13, Int 16, Wis 14, Cha 19.
    Skills and Feats:  Concentration +5, Craft (weaponsmithing) +7, Intimidate +8, Knowledge (Arcana) +7, Listen +4, Search +5, Spellcraft +7, Spot +4; Highborn Drow
    Armored Mage (Ex):  Normally, armor of any type interferes with an arcane spellcaster's gestures, which can cause his spells to fail (if those spells have somatic components).  Warmage's limited focus and specialized training, however, allow them to avoid arcane spell failure as long as they stick to light armor and light shields. 
    Dark Elf Traits:  (Ex):  Immunities (Ex):  Gregarius is immune to magic sleep spells and effects.  Racial Bonuses:  +2 racial bonus on saves against enchantment spells and effects, +2 bonus on Will saves against spells and spell-like abilities, +2 racial bonus on Listen, Search, Spot Checks.  A drow who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if he were actively looking for the door.  Darkvision 120 ft., Spell Resistance:  A drow has spell resistance equal to 11+ class level.  Spell-Like Abilities:  Gregarius can use the following spell-like abilities:  1/day - dancing lights, darkness, faerie fire.  Caster level equals Gregarius's class level.  Light Blindness (Ex):  Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds Gregarius for 1 round.  In subsequent rounds, he is dazzled as long as he remains in the affected area. 
    Warmage Edge (Ex):  Warmages are specialized in dealing damage with their spells.  Whenever he casts a spell that deals hit point damage, Gregarius adds his Intelligence bonus to the amount of damage dealt.  A single spell can never gain this extra damage more than once per casting.
   
   
Warmage Spells Known: (5/4; save DC 14 + spell level):
0-- acid splash, disrupt undead, light, ray of frost;  1-- lesser acid orb, burning hands, chill touch, lesser cold orb, lesser electric orb, lesser fire orb, magic missile, shocking grasp, sleep, lesser sonic orb, true strike.

    Possessions:  Belt Pouch, Bolts (20), Hand Crossbow, Light Wooden Shield, Masterwork Rapier, Mithril Chain Shirt



Gea:  Human  fighter 4; CR 4; Medium humanoid; HD 4d10+4; hp 35; Init +0; Spd 20ft (full plate); AC 18, touch 10, flat-footed 18; Base Atk +4; Grp +7; Atk +8 melee (2d6+6/ 19-20, Greatsword), Full Atk +8 melee (2d6+6/19-20, Greatsword), or Atk +8 melee (1d10+3/ X3, MasterWork Halberd), or Atk +4 ranged (1d8/X3, Longbow); AL N; SV  Fort +5, Ref +1, Will +2; Str 17, Dex 11, Con 12, Int 14, Wis 12, Cha 15.
    Skills and Feats:  Climb +4, Craft (Armorsmithing) +3, Handle Animal +9, Intimidate +9, Jump +4, Ride +7, Swim +4, Speak Common, Dwarven, Elven; Blind Fighting, Cleave, Combat Expertise, Power Attack, Weapon Focus (Greatsword), Weapon Specialization (Greatsword)
    Possessions:  Arrows 20, Backpack, Bedroll, Flint & Steel, Greatsword, Longbow, Masterwork Halberd, Quiver, Waterskin, 25



Mae:  Wood Elf   rogue 3; CR 3; Medium humanoid; HD 3d6+3; hp 19; Init +3; Spd 30ft.; AC 15, touch 13, flat-footed 12; Base Atk +2; Grp +3; Atk +3 melee (1d8+1 / X3, Spear), Full Atk +3 melee (1d8+1 / X3, Spear), or Atk +1, [+3 vs. Chaotic Outsiders] melee (1d4+2 [+2d6 vs. Chaotic Outsiders] /19-20, +1 Bane vs. Chaotic Outsiders Dagger)or +5 ranged (1d6 / X3); SA Sneak Attack +2d6; SQ Evasion, trapfinding, trap sense +1, wood elf traits; AL CG; SV  Fort +2, Ref +6, Will +3; Str 12, Dex 16, Con 13, Int 13, Wis 15, Cha 13.
    Skills and Feats:  Bluff +3, Climb +2, Disable Device +7, Handle Animal +3, Heal +3, Hide +4, Intimidate +3, Knowledge (Local) +4, Listen +7, Move Silently +7, Open Lock +7, Ride +5, Search +7, Sleight of Hand +9, Spot +6, Tumble +9; Point Blank Shot, Precise Shot.
    Evasion  (Ex):  Mae can avoid even magical and unusual attacks with great agility.  If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage.
   
    Possessions:  19 Arrows, Belt Pouch, +1 Chaotic Outsider Bane Dagger, Flask, Leather Armor, Rope, Short Bow, Thieves Tools. 


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