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Name Half-Elf CR 0.

5 XP 0 Any Medium Humanoid Druid level 1 (skill points 6) Druid (Druid ) Init 0; Senses Low-light Vision; Perception +11 DEFENSE AC 16, Touch 10, flat footed 16 ( Hide, Shield, heavy wooden) ( +4 armour, +2 shield) hp 9 (0d8+1d8+1); Fort +2, Ref +0, Will +4 Immunity to sleep, Resistance to Enchantment +2sv OFFENSE Speed 20 Melee Single Attack Shortspear +2 (1d6+2) or Shortbow +0 (1d6 X3) Full Attack Shortspear +2 (1d6+2) or Shortbow +0 (1d6 X3) range 70 Space 5ft.; Reach 5 Special Attacks Spells Known: Druid Spells CL 1 Concentration 3 Level 0 (3) DC 12 Create Water(Conjuration)[Creation Water ] X 1 V,S rng: Close 25ft + 5ft/2 levels Dur: Instantaneous SV None Area: Up to 2 gallons of water/level Description: Creates 2 gallons/level of pure water. Detect Magic(Divination)[ ] X 1 V,S rng: 60ft Dur: Concentration, up to 1 min./level (D) SV None Area: Cone-shaped emanation Description: You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject Stabilize(Conjuration)[Healing ] X 1 V,S rng: Close 25ft + 5ft/2 levels Dur: instantaneous SV None Area: One living creature Description: Cause a dying creature to stabilize. Level 1 (2) DC 13 Cure Light Wounds(Conjuration)[Healing ] X 1 V,S rng: Touch Dur: Instantaneous SV Will half (harmless); see text Area: Creature touched Description: Cures 1d8 damage + 1/level (max +5). Entangle(Transmutation)[ ] X 1 V,S,DF rng: Long 400ft + 40ft / level Dur: 1 min./level (D) SV Reflex partial; see text Area: Plants in a 40-ft.-radius spread

Survival 8, Swim -8 Languages Common, Elven ECOLOGY Environment Any Organization Treasure Standard SPECIAL ABILITIES Nature Bond Animal companion Nature Sense +2 Knowledge nature +2 Survival Wild Empathy Improve attitude of an animal

Name Human XP 600 Any Medium Humanoid Ranger level 1 (skill points 9) Two Weapon (Ranger ) Init +2; Senses ; Perception +8 DEFENSE AC 15, Touch 12, flat footed 13 ( Leather, Shield, none) (+2 Dex, +2 armour, +1 shield) hp 6 (0d8+1d10+1); Fort +2, Ref +4, Will +2 OFFENSE Speed 30 Melee Single Attack Scimitar +2 (1d6+1/18-20) Full Attack Scimitar +0 (1d6+1/18-20) Scimitar +0 (1d6/18-20) Space 5ft.; Reach 5 Special Attacks Favored Enemy (+2 attack pathfinder only) +2 damage. Number of Favored enemies = 1 Favored Enemy -2 +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against Fav Enemy Spells Known: Ranger Spells CL 1 Concentration 3 STATISTICS Str 12, Dex 14, Con 11, Int 14, Wis 14, Chr 9 Base Attack 1 CMB 2; CMD 14 Feats Armour Prof Light, Armour Prof Medium, Martial Weap Prof, Shield Proficiency: Can use shields, Simple Weapon Proficiency, Two-Weapon Defence: +1 shield bonus to AC, Two-Weapon Fighting: Get extra attack at -2 to all attacks Skills Diplomacy 1, Handle Animal 3, Heal 6, Know Nature 6, Perception 8, Survival 6 Languages Common SPECIAL ABILITIES Track (Ex) Adds half level on Survival skill checks made to follow or identify tracks. Wild Empathy Improve attitude of an animal

STATISTICS Str 14, Dex 11, Con 10, Int 15, Wis 15, Chr 10 Base Attack 0 CMB 2; CMD 12 Feats Animal Affinity: +2 Handle Animal +2 Ride, Armour Prof Light, Armour Prof Medium, Shield Proficiency: Can use shields, Skill Focus (Perception): +3 perception Skills Climb -3, Diplomacy 0, Fly -5, Handle Animal 3, Heal 6, Know Geography 6, Know Nature 8, Perception 11, Ride 2,

Orran Son of Hort Male Half-Dwarf Age 19 XP 0 NG Medium Humanoid Fighter level 1 Init +1, Perception +0 Defense AC 17, touch 11, flat-footed 16 Armor: Scale Mail, Shield (light wooden) Hp 13 Fort +4, Ref +1, Will +0 Offense Speed 20 Melee Longsword +5 (1d8+4/19-20) Power Attack +4 (1d8+5/19-20) Stats Str 18, Dex 12, Con 14, Int 13, Wis 10, Cha 10 Base Attack 1, CMB 1, CMD 16 Feats Power Attack: You can choose to take a 1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. Weapon Focus (longsword): You gain a +1 bonus on all attack rolls you make using the selected weapon. Skills: Acrobatics -4, Appraise +1, Bluff +1, Languages: Common, Dwarven, Gnome Racial Traits (Slow and Steady) Half-dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance. Dwarf Blood: Half-dwarves count as both dwarves and humans for any effect related to race. Wary Many half-dwarves have spent their long lives moving from place to place, often driven out by the hostility of others. Such experiences have made them wary of others' motivations. Halfdwarves with this trait gain a +1 racial bonus on Sense Motive and Bluff checks. Craftsman: Half-dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Halfdwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. Stonecunning: Half-dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking. Relentless: Half-dwarves are skilled at pushing their way through a battlefield, tossing aside lesser foes with ease. Half-dwarves with this racial trait receive a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the half-dwarf and his opponent are standing on the ground. City-Raised Half-dwarves with this trait know little of their dwarf ancestry and were raised among humans and other half-dwarves in a large city. City-raised half-dwarves are proficient with whips and longswords, and receive a +2 racial bonus on Knowledge (local) checks.

Skilled Second- and third-generation half-dwarves often favor their human heritage more than their dwarf heritage. Half-dwarves with this trait gain 1 additional skill rank per level. Multitalented: Half-dwarves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. Noble Born Garess: Your familys long association with the dwarves of the Golushkin Mountains has left its mark. Benefit You ignore the movement penalty for the first 5 feet of rocky difficult terrain you move through per round. This applies only to terrain made difficult by rocks or ruins. In addition, you gain a +2 trait bonus on Appraise checks to assess the value of natural stones or metals. Your family motto is Strong as the Mountains. Warsmith Benefit: You gain a +1 trait bonus to damage rolls against creatures and objects made primarily of clay, crystal, earth, metal, or stone. Knowledge (engineering) is a class skill for you.

Grace Surefoot Female Halfling Age 22 XP 0 NG Small Humanoid Sorcerer level 1 (skill points 4) Sorcerer (Celestial ) Init +3; Senses ; Perception +3 DEFENSE AC 15, Touch 15, flat footed 11 ( No Armour, Shield, none) (+3 Dex, +1 size, +1 feats) hp 8 (0d8+1d6+1+1); Fort +1, Ref +3, Will +2 Fearless +2 save vrs fear OFFENSE Speed 20 Melee Single Attack Quarterstaff +-1 (1d4-2) or Sling +4 (1d3) Full Attack Quarterstaff +-1 (1d4-2) or Sling +4 (1d3) range 50 Space 5ft.; Reach 5 Special Attacks Heavenly Fire (Sp) 1d4 + 1/2 level divine (heals good creatures). Per day = 3+ CHA bonus Spells Known: Sorcerer Spells CL 1 Concentration 4 Level 0 (4) DC 13 Detect Magic(Divination)[ ] X 1 V,S rng: 60ft Dur: Concentration, up to 1 min./level (D) SV None Area: Cone-shaped emanation Description: You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject Disrupt Undead(Necromancy)[ ] X 1 V,S, DF rng: Close 25ft + 5ft/2 levels Dur: Instantaneous SV None Area: Ray Description: Deals 1d6 damage to one undead. Flare(Evocation)[Light ] X 1 V rng: Close 25ft + 5ft/2 levels Dur: Instantaneous SV Fortitude negates Area: Burst of light Description: If you cause the light to burst in front of a single creature, that creature is dazzled for 1 minute unless it makes a successful Fortitude save. Sightless creatures, as well as creatures already dazz Light(Evocation)[Light ] X 1 V,M/DF rng: Touch Dur: 10 min./level (D) SV None Area: Object touched Description: Object shines like a torch. Spark(Evocation)[Fire ] X 1 V or S rng: Close 25ft + 5ft/2 levels Dur: instantaneous SV Fortitude negates (object) Area: one Fine object Description: Ignites flammable objects. Level 1 (4) DC 14 Bless(Enchantment)[Compulsion Mind-Affecting ] X 1 V,S,DF rng: 50ft Dur: 1 min./level SV None Area: The caster and all allies within a 50-ft. burst, centered on the caster

Description: Allies gain +1 on attack rolls and saves against fear. Color Spray(Illusion)[Pattern Mind-Affecting ] X 1 V,S,M rng: 15ft Dur: Instantaneous; see text SV Will negates Area: Cone-shaped burst Description: A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious. Each creature within the cone is affect Protection from Evil(Abjuration)[Good ] X 1 V,S,M/DF rng: Touch Dur: 1 min./level (D) SV Will negates (harmless) Area: Creature touched Description: +2 to AC and saves, plus additional protection against selected alignment. STATISTICS Str 7, Dex 16, Con 13, Int 14, Wis 10, Chr 17 Base Attack 0 CMB -3; CMD 10 Feats Dodge: Add 1 to AC , Eschew Materials: Cast spells without material components, Simple Weapon Proficiency Skills Acrobatics 5, Appraise 2, Bluff 7, Climb 0, Fly 7, Intimidate 3, Know Arcana 6, Perception 3, Spellcraft 6, Stealth 7 Languages Common, Halfling ECOLOGY Environment Warm plains Organization Squad 11-20, Company 2-4, Band 30-100 Treasure Standard SPECIAL ABILITIES Weapon Familiarity +1 to hit with thrown weapons Bloodline Celestial If your body is placed on consecrated ground and prayers to your deity are recited continuously for 24 hours, you return to life as if by a raise dead spell. This ability works 1d4 times in your lifetime. Eschew Materials Gives feat 1

Yenorin Son of Carsys Half-Elf Age 25 XP 0 CN Medium Humanoid Barbarian level 1 (skill points 5) Barbarian (Barbarian ) Init +3; Senses Low-light Vision; Perception +9 DEFENSE AC 15, Touch 13, flat footed 12 ( No Armour, Shield, heavy wooden) (+3 Dex, +2 shield) hp 18 (0d8+1d12+2+1+3); Fort +4, Ref +3, Will +0 Immunity to sleep, Resistance to Enchantment +2sv OFFENSE Speed 40 Melee Single Attack Shortspear +4 (1d6+3) or Shortbow +4 (1d6 X3) Full Attack Shortspear +4 (1d6+3) Shield, heavy-2 (1d4+1) or Shortbow +4 (1d6 X3) range 70 Space 5ft.; Reach 5 Special Attacks Rage +4 Con +4 Str +2 Will save -2 AC. Per day = 4 STATISTICS Str 17, Dex 16, Con 14, Int 13, Wis 11, Chr 8 Base Attack 1 CMB 4; CMD 17 Feats Armour Prof Light, Armour Prof Medium, Martial Weap Prof, Shield Proficiency: Can use shields, Simple Weapon Proficiency, Skill Focus (Perception): +3 perception, Toughness: +3 Hit points or +1 per hit dice Skills Acrobatics 1, Climb 5, Diplomacy -1, Handle Animal 3, Intimidate 3, Perception 9, Ride 3, Survival 5, Swim -1 Languages Common, Elven, Sylvan SPECIAL ABILITIES Fast Movement Land Movement raised by 10 Pioneer Benefit You begin play with a horse. Also, choose one of the following skills: Climb, Handle Animal, Knowledge (nature), Perception, Ride, Survival, or Swimyou gain a +1 trait bonus on this skill. Veteran Forest Guide Benefit: You gain a +1 trait bonus on Perception checks, and a +1 trait bonus on Survival checks in

forest terrain. One of these skills becomes a class skill for you.

Jocelyn Medvyed Female Aasimar Age 21 XP 0 LG Medium Outsider Paladin of Erastil level 1 (skill points 3) Nobleman Init 0; Senses Darkvision 60; Perception +5 DEFENSE AC 17, Touch 10, flat footed 17 ( Scale mail, Shield, heavy steel) ( +5 armour, +2 shield) hp 11 (0d8+1d10+1); Fort +2, Ref +0, Will +5 Resistance to acid 5, Resistance to cold 5, Resistance to electricity 5 OFFENSE Speed 20 Melee Single Attack(+1/+0) Sword, bastard +5 (1d10+3) or Axe, Throwing (thrown) +1 (1d6+3) Full Attack (+1/+0) Sword, bastard +5 (1d10+3) or Axe, Throwing (thrown) +1 (1d6+3) range 10 Space 5ft.; Reach 5 Special Attacks Other Your kiss invigorates others. Once per day, you can kiss a creature to change its condition from exhausted to fatigued, or from fatigued to normal. Smite Evil Add CHA bonus to hit, + 1/level to damage. Per day= 1 Spells Known: Paladin Spells CL 1 Concentration 6 STATISTICS Str 16, Dex 11, Con 11, Int 13, Wis 17, Chr 20 Base Attack 1 CMB 4; CMD 14 Feats Armour Prof Heavy, Armour Prof Light, Armour Prof Medium, Exotic Weapon Prof, Martial Weap Prof, Shield Proficiency: Can use shields, Simple Weapon Proficiency Skills Diplomacy 11, Heal 7, Know Nobility 5, Perception 5, Ride 1, Sense Motive 3 Languages Celestial, Common, Sylvan SPECIAL ABILITIES Aura of Good Radiated good Detect Evil At will MAGIC ITEMS (max value 390) Masterwork Sword, bastard (300gp)

Noble Born Medvyed: Your family has long a deep respect for the wilderness and is superstitious about the creatures that dwell therein. Benefit You gain a +2 trait bonus on all Diplomacy checks made to deal with fey creatures and a +1 trait bonus on Will saves made against their spells and supernatural abilities. Your family motto is Endurance Overcomes All. Pioneer Benefit You begin play with a horse. Also, choose one of the following skills: Climb, Handle Animal, Knowledge (nature), Perception, Ride, Survival, or Swimyou gain a +1 trait bonus on this skill.

Name Human CR 0.3 XP 0 Any Medium Humanoid Aristocrat level 1 (skill points 6) Aristocrat Init +1; Senses ; Perception +0 DEFENSE AC 18, Touch 11, flat footed 17 ( Breastplate, Shield, buckler) (+1 Dex, +6 armour, +1 shield) hp 4 (0d8+1d6+1); Fort +0, Ref +1, Will +1 OFFENSE Speed 20 Melee Single Attack(+1/+0) Longsword +4 (1d8+2/19-20) or Shortbow +1 (1d6 X3) Full Attack (+1/+0) Longsword +4 (1d8+2/19-20) Dagger-4 (1d4+1/19-20) or Shortbow +1 (1d6 X3) range 70 Space 5ft.; Reach 5 Special Attacks STATISTICS Str 15, Dex 13, Con 10, Int 13, Wis 8, Chr 15 Base Attack 0 CMB 2; CMD 13 Feats Armour Prof Heavy, Armour Prof Light, Armour Prof Medium, Dazzling Display: As a full round action intimidate all within 30ft, Martial Weap Prof, Shield Proficiency: Can use shields, Simple Weapon Proficiency, Tower Shield Proficiency: Can use the tower shield and suffer only normal shield skill penalties, Weapon Focus: +1 to attack rolls Skills Appraise 5, Bluff 2, Diplomacy 6, Disguise 2, Intimidate 6, Know Nobility 5, Perception 0, Perform Oratory 2, Ride 5, Sense Motive -1, Survival -1, Swim -8 Languages Common, Elven MAGIC ITEMS (max value 0) Masterwork Longsword (300gp)

Vaxthar Bastard of House Rogarvia Tiefling CR 1 XP 400 CN Medium Outsider Rogue level 1 (skill points 10) Informer (Swashbuckler ) Init +3; Senses Darkvision 60; Perception +5 DEFENSE AC 15, Touch 13, flat footed 12 ( Leather, Shield, none) (+3 Dex, +2 armour) hp 5 (0d10+1d8+1); Fort +0, Ref +5, Will +1 Resistance to Cold 5, Resistance to Electricity 5, Resistance to Fire 5 OFFENSE Speed 30 Melee Single Attack Rapier +0 (1d6/18-20) or Crossbow, light +3 (1d8 /19-20 X2) Full Attack Rapier +0 (1d6/18-20) or Crossbow, light +3 (1d8 /19-20 X2) range 80 Space 5ft.; Reach 5 Special Attacks Sneak Attack Sneak attack at an extra (D6) 1 Spell-like Abilities Spell-like Abilities Darkness 1 per day STATISTICS Str 11, Dex 17, Con 11, Int 15, Wis 13, Chr 17 Base Attack 0 CMB 0; CMD 13 Feats Armour Prof Light, Martial Weap Prof, Persuasive: +2 Diplomacy +2 Intimidate, Simple Weapon Proficiency Skills Acrobatics 7, Appraise 6, Bluff 9, Climb 0, Diplomacy 9, Disguise 7, Escape Artist 3, Intimidate 9, Know Local 6, Linguistics 6, Perception 5, Sense Motive 5, Stealth 9, Swim 0 Languages Abyssal, Common, Infernal, Celestial, Aquan, Ignan Racial Traits You possess a fiendishly cunning tongue, granting you a +2 racial bonus on all Diplomacy checks. Bastard Benefit You take a 1 penalty on all Charisma-based skill checks made when dealing with members of

Brevic nobility but gain a +1 trait bonus on Will saves as a result of your stubbornness and individuality. (The penalty aspect of this trait is removed if you ever manage to establish yourself as a true noble.) Family Connections Benefit You gain a +2 trait bonus on Bluff and Diplomacy checks made against outsiders belonging to the evil subtype.

Name Human XP 0 NG Medium Humanoid Ranger level 1 (skill points 8) Spell-Less Init +4; Senses ; Perception +6 DEFENSE AC 18, Touch 14, flat footed 14 (Hide) hp 11 Fort +3, Ref +6, Will +2 OFFENSE Speed 30 Melee Single Attack Scimitar +1 (1d8/18-20) or Longbow +5 (1d8 X3) Space 5ft.; Reach 5 Special Attacks STATISTICS Str 10, Dex 18, Con 13, Int 11, Wis 14, Chr 11 Base Attack +1 CMB 1; CMD 15 Feats Point Blank Shot Precise Shot Skills Acrobatics 4, Disable Device 4, Escape Artist 4, Fly 4, Handle Animal 4, Heal 6, Knowledge (Geography) 4, Knowledge (Nature) 4, Perception 6, Profession 2, Ride 4, Sense Motive 2, Sleight of Hand 4, Stealth 8, Survival 6, Swim 4 Languages Common, Elven Human Bonus Feat: One extra feat at 1st level Skilled: +1 skill rank per level Bonus Languages: Any (except secret languages) Ranger Track Wild Empathy 1 Favored Enemies

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