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.
(Ex): +2 racial bonus on Spot & Listen checks,
Darkvision 60 ft., Daylight (SP) 1/day, Resistance to Acid 5, Cold 5,
(Su): Amien gains a bonus equal to his Charisma bonus on
saving throws against spells and spell-like effects.
(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.
(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.
Acid (3 flasks), Backpack, Darts (8), Longsword, MasterWork Chain Shirt, MasterWork
Silver Dagger, Traveler's Outfit, Waterskin, SP 5, GP 60
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
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,
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
however, allow them to avoid arcane spell failure as long as they stick
to light armor and light shields.
Traits: (Ex): Immunities (Ex): Gregarius is
immune to magic sleep
spells and effects. Racial Bonuses: +2 racial bonus on
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
A drow has spell resistance equal to 11+ class level. Spell-Like
Abilities: Gregarius can use the following spell-like
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.
are specialized in dealing damage with their spells. Whenever he
a spell that deals hit point damage, Gregarius adds his Intelligence
bonus to the amount of damage dealt. A single spell can never
this extra damage more than once per casting.
Known: (5/4; save DC 14 + spell level):
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.
Belt Pouch, Bolts (20), Hand Crossbow, Light Wooden Shield, Masterwork Rapier, Mithril Chain Shirt.
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
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)
Arrows 20, Backpack, Bedroll, Flint & Steel, Greatsword,
Longbow, Masterwork Halberd,
Quiver, Waterskin, 25
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
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.
Mae can avoid even magical and unusual attacks with great
she makes a successful Reflex saving throw against an attack that
normally deals half damage on a successful save, she instead takes no
19 Arrows, Belt Pouch, +1
Chaotic Outsider Bane Dagger, Flask, Leather Armor, Rope, Short
Bow, Thieves Tools.