Character Stat Blocks
Table of contents
Dungeons & Dragons
Heroic Level Range (ECL 1-10)
A'mael Half-elven - CR 3
[+]Name A'mael Half-elven
Male Half-elf Bard-3
CG Medium Humanoid (elf)
Init +1; Senses Low-light Vision; Listen +1, Spot +1
Languages Common, Elven, Chondothan, Netherese
Deity Mystra
AC 17, touch 11, flat-footed 14
hp 17 (HD 3d6+3)
Immune sleep
Fort +2, Ref +4, Will +3; +2 vs enchantment and compulsion
{Weakness XX}
Spd 30 ft
Melee rapier +1 (1d6-1/18-20) or
Melee heavy mace +1 (1d8-1)
Ranged +1 shortbow +5 (1d6+2/x3)
Base Atk +2; Grp +1
Atk Options Point Blank Shot
Special Actions Rapid Shot, Bardic Music
Combat Gear 2x potion of shield of fath +2, 2x potion of mage armor, 2x oil of magic weapon, 2x potion of cure light wounds
Bard Spells Known (CL 3, DC 12 + spell level, +1 melee touch, +3 ranged touch)
1st (2/day)- Alarm, Cure Light Wounds, Disguise Self
0th (3/day)- Detect Magic, Know Direction, Light, Lullaby, Prestidigitation, Read Magic
Abilities Str 8, Dex 13, Con 12, Int 14, Wis 10, Cha 15
SQ Bardic Music (countersong, facinate, inspire courage +1, inspire compentance), Elven blood
Feats Point Blank Shot, Rapid Shot
Skills Concentration +7, Diplomacy +10, Gather Information +10, Knowledge (arcana) +3, Knowledge (history) +4, Knowledge (local) +3, Knowledge (planes) +3, Knowledge (religion) +3, Perform (spoken word) +10, Search +3, Sense Motive +6, Spellcraft +8, Spot +1, Tumble +7
Possessions Wealth 4,050 gp; +1 shortbow, 2x potion of shield of fath +2, 2x potion of mage armor, 2x oil of magic weapon, 2x potion of cure light wounds, mithril shirt, rapier, heavy mace, buckler, manacles, flint & steel, masterwork shalaquin, scholar's outfit, explorer's outfit, book, ink & pen, tent, 50' silk rope, hooded lantern, 15 gp
Male Half-elf Bard-3
CG Medium Humanoid (elf)
Init +1; Senses Low-light Vision; Listen +1, Spot +1
Languages Common, Elven, Chondothan, Netherese
Deity Mystra
AC 17, touch 11, flat-footed 14
hp 17 (HD 3d6+3)
Immune sleep
Fort +2, Ref +4, Will +3; +2 vs enchantment and compulsion
{Weakness XX}
Spd 30 ft
Melee rapier +1 (1d6-1/18-20) or
Melee heavy mace +1 (1d8-1)
Ranged +1 shortbow +5 (1d6+2/x3)
Base Atk +2; Grp +1
Atk Options Point Blank Shot
Special Actions Rapid Shot, Bardic Music
Combat Gear 2x potion of shield of fath +2, 2x potion of mage armor, 2x oil of magic weapon, 2x potion of cure light wounds
Bard Spells Known (CL 3, DC 12 + spell level, +1 melee touch, +3 ranged touch)
1st (2/day)- Alarm, Cure Light Wounds, Disguise Self
0th (3/day)- Detect Magic, Know Direction, Light, Lullaby, Prestidigitation, Read Magic
Abilities Str 8, Dex 13, Con 12, Int 14, Wis 10, Cha 15
SQ Bardic Music (countersong, facinate, inspire courage +1, inspire compentance), Elven blood
Feats Point Blank Shot, Rapid Shot
Skills Concentration +7, Diplomacy +10, Gather Information +10, Knowledge (arcana) +3, Knowledge (history) +4, Knowledge (local) +3, Knowledge (planes) +3, Knowledge (religion) +3, Perform (spoken word) +10, Search +3, Sense Motive +6, Spellcraft +8, Spot +1, Tumble +7
Possessions Wealth 4,050 gp; +1 shortbow, 2x potion of shield of fath +2, 2x potion of mage armor, 2x oil of magic weapon, 2x potion of cure light wounds, mithril shirt, rapier, heavy mace, buckler, manacles, flint & steel, masterwork shalaquin, scholar's outfit, explorer's outfit, book, ink & pen, tent, 50' silk rope, hooded lantern, 15 gp
Alanna Lovechild - CR 4
[+]Name Alanna Lovechild
Female Half-nymph Wild Monk-2
LG Medium Humanoid (Fey)
Init +7; Senses Low-light vision; Listen +9, Spot +9
Languages Common, Sylvan, Elven
Deity Hanali Celanil
AC 15, touch 15, flat-footed 12; dodge, mobility
hp 21 (HD 2d8+4)
Resist evasion
Fort +5, Ref +6, Will +5
Spd 30 ft
Melee unarmed strike +5 (1d6+4)
Base Atk +1; Grp +5
Atk Options combat reflexes
Special Actions flurry of blows, stunning fist
Spell-Like Abilities (CL 2)
At will-Stunning Beauty (CD 16)
Abilities Str 18, Dex 16, Con 15, Int 12, Wis 14, Cha 14
SQ Feb bloodline
Feats Combat Reflexes, Dodge, Improved Initiative, Improved Unarmed Strike, Mobility, Stunning Fist
Skills Balance +5, Diplomacy +9, Hide +8, Listen +9, Move Silently +8, Spot +9, Tumble +10
Possessions boots of elvenkind, cloak of elvenkind, courtier's outfit
Female Half-nymph Wild Monk-2
LG Medium Humanoid (Fey)
Init +7; Senses Low-light vision; Listen +9, Spot +9
Languages Common, Sylvan, Elven
Deity Hanali Celanil
AC 15, touch 15, flat-footed 12; dodge, mobility
hp 21 (HD 2d8+4)
Resist evasion
Fort +5, Ref +6, Will +5
Spd 30 ft
Melee unarmed strike +5 (1d6+4)
Base Atk +1; Grp +5
Atk Options combat reflexes
Special Actions flurry of blows, stunning fist
Spell-Like Abilities (CL 2)
At will-Stunning Beauty (CD 16)
Abilities Str 18, Dex 16, Con 15, Int 12, Wis 14, Cha 14
SQ Feb bloodline
Feats Combat Reflexes, Dodge, Improved Initiative, Improved Unarmed Strike, Mobility, Stunning Fist
Skills Balance +5, Diplomacy +9, Hide +8, Listen +9, Move Silently +8, Spot +9, Tumble +10
Possessions boots of elvenkind, cloak of elvenkind, courtier's outfit
Fireshade - CR 4
[+]Name Fireshade?
Male Nomadic Human Sorcerer-4
LN Medium Humanoid (human)
Init +2; Listen +1, Spot +2
Languages Common, Abanasian, Ergot, Khur, 2 additional
Deity Nature spirits
AC 12, touch 12, flat-footed 10
hp 18 (HD 4d4+4)
Fort +2, Ref +3, Will +5
Spd 30 ft
Melee masterwork quarterstaff +3 (1d6) or
Melee +1 dagger +3 (1d4+1/19-20)
Ranged +1 dagger +4 (1d4+1/19-20)
Base Atk +2; Grp +2
Sorcerer Spells Known (CL 4, DC 12 + spell level, +2 DC evocation, +2 melee touch, +3 ranged touch)
2nd (4/day)- Shocking Spark
1st (7/day)- Call Undead, Magic Missile, Silent Image
0th (6/day)- Arcane Mark, Dancing Lights, Detect Magic, Disrupt Undead, Mending, Prestidigitation
Abilities Str 11, Dex 15, Con 13, Int 18, Wis 13, Cha 16
SQ Summon Familiar
Feats Spellcasting Prodigy, Spell Focus (evocation), Track
Skills Balance +5, Concentration +8, Craft (alchemy) +5, Intimidate +3, Knowledge (arcana) +11, Knowledge (geography) +5, Knowledge (religion) +5, Knowledge (local-nomads) +5, Knowledge (history) +5, Profession (sailor) +7, Spellcraft +11, Spot +2, Survival +4, Swim +3
Possessions +1 dagger, masterwork quarterstaff, 3,078 gp
Male Nomadic Human Sorcerer-4
LN Medium Humanoid (human)
Init +2; Listen +1, Spot +2
Languages Common, Abanasian, Ergot, Khur, 2 additional
Deity Nature spirits
AC 12, touch 12, flat-footed 10
hp 18 (HD 4d4+4)
Fort +2, Ref +3, Will +5
Spd 30 ft
Melee masterwork quarterstaff +3 (1d6) or
Melee +1 dagger +3 (1d4+1/19-20)
Ranged +1 dagger +4 (1d4+1/19-20)
Base Atk +2; Grp +2
Sorcerer Spells Known (CL 4, DC 12 + spell level, +2 DC evocation, +2 melee touch, +3 ranged touch)
2nd (4/day)- Shocking Spark
1st (7/day)- Call Undead, Magic Missile, Silent Image
0th (6/day)- Arcane Mark, Dancing Lights, Detect Magic, Disrupt Undead, Mending, Prestidigitation
Abilities Str 11, Dex 15, Con 13, Int 18, Wis 13, Cha 16
SQ Summon Familiar
Feats Spellcasting Prodigy, Spell Focus (evocation), Track
Skills Balance +5, Concentration +8, Craft (alchemy) +5, Intimidate +3, Knowledge (arcana) +11, Knowledge (geography) +5, Knowledge (religion) +5, Knowledge (local-nomads) +5, Knowledge (history) +5, Profession (sailor) +7, Spellcraft +11, Spot +2, Survival +4, Swim +3
Possessions +1 dagger, masterwork quarterstaff, 3,078 gp
Gehazzi- CR 6
[+]Name Gehazzi
Male Half-orc Barbarian-6
CG Medium Humanoid
Init +1; Senses Darkvision; Listen +10, Spot +1
Languages Common, Orc (illiterate)
Deity Tempus
AC 17, touch 11, flat-footed 16; improved uncanny dodge, light fortification, trap sense, uncanny dodge
hp 59 (HD 6d12+12)
Fort +9, Ref +5, Will +5; trap sense
Spd 30 ft (unarmored 40 ft)
Melee +1 greatsword +11/+6 (2d6+7/19-20)
Base Atk +6; Grp +10
Atk Options Cleave, Great Cleave, Power Attack
Special Actions Rage
Combat Gear2x potion of cure serious wounds, 2x potion bull's strength
Abilities Str 18, Dex 13, Con 14, Int 8, Wis 12, Cha 6
SQ Orc blood
Feats Cleave, Great Cleave, Power Attack
Skills Intimidate +7, Listen +10, Survival +10
Possessions Wealth 13,000 gp; +1 greatsword, +1 light fortification breastplate, +2 cloak of resistance, 2x potion of cure serious wounds, 2x potion bull's strength, 230 gp
Improved Uncanny Dodge (Ex) Can no longer be flanked.
Rage (Ex) Can fly into a rage 2 times per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. See barbarian ability description
Trap Sense (Ex) Gains a +2 bonus on Reflex saves made to avoid traps and a +2 dodge bonus to AC against attacks made by traps
Uncanny Dodge (Ex) Retains his Dexterity bonus to AC even if he is caught flat-footed or struck by an invisible attacker
Ref Core
Male Half-orc Barbarian-6
CG Medium Humanoid
Init +1; Senses Darkvision; Listen +10, Spot +1
Languages Common, Orc (illiterate)
Deity Tempus
AC 17, touch 11, flat-footed 16; improved uncanny dodge, light fortification, trap sense, uncanny dodge
hp 59 (HD 6d12+12)
Fort +9, Ref +5, Will +5; trap sense
Spd 30 ft (unarmored 40 ft)
Melee +1 greatsword +11/+6 (2d6+7/19-20)
Base Atk +6; Grp +10
Atk Options Cleave, Great Cleave, Power Attack
Special Actions Rage
Combat Gear2x potion of cure serious wounds, 2x potion bull's strength
Abilities Str 18, Dex 13, Con 14, Int 8, Wis 12, Cha 6
SQ Orc blood
Feats Cleave, Great Cleave, Power Attack
Skills Intimidate +7, Listen +10, Survival +10
Possessions Wealth 13,000 gp; +1 greatsword, +1 light fortification breastplate, +2 cloak of resistance, 2x potion of cure serious wounds, 2x potion bull's strength, 230 gp
Improved Uncanny Dodge (Ex) Can no longer be flanked.
Rage (Ex) Can fly into a rage 2 times per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. See barbarian ability description
Trap Sense (Ex) Gains a +2 bonus on Reflex saves made to avoid traps and a +2 dodge bonus to AC against attacks made by traps
Uncanny Dodge (Ex) Retains his Dexterity bonus to AC even if he is caught flat-footed or struck by an invisible attacker
Ref Core
Moonbow - CR 6
[+]Name Moonbow
Male Moon Elf Scout-4/Fighter-2
CG Medium Humanoid (elf)
Init +6; Senses low-light vision; Listen +10, Spot +10
Languages Common, Elven, Alglorandi
Deity Silvanus
AC 20, touch 15, flat-footed 14; Uncanny Dodge, Dodge, Mobility, Skirmish
hp 58 (HD 2d8+2 plus 2d10+2);
Immune sleep
Fort +4, Ref +4, Will +1; +2 racial saving throw bonus against enchantment spells or effects.
Spd 40 ft; Fast Movement, Trackless Step
Melee longsword +9 (1d8+4/19-20)
Ranged +1 seeking composite longbow +9 (1d8+4/x3)
Base Atk +5; Grp +9
Atk Options Skirmish (+1d6, +1 AC), Point Blank Shot, Precise Shot
Special Actions Rapid Shot
Abilities Str 18, Dex 20, Con 13, Int 12, Wis 10, Cha 12
SQ trackless step, uncanny dodge, battle fortitude, trapfinding
Feats Dodge, Mobility, Point Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (longbow)
Skills Balance +7, Craft (bowmaking) +6, Hide +18, Jump +6, Knowledge (geography) +5, Knowledge (nature) +7, Knowledge (religion) +3, Listen +10, Move Silently +18, Search +10, Spot +10, Survival +8, Tumble +13
Possessions +1 seeking composite longbow, cloak of elvenkind, boots of elvenkind, mithril shirt, masterwork buckler, masterwork longsword, 50' silk rope, 4 torches, 2 weeks rations, 70 gp
Skirmish +1d6, +1 AC (Ex) in a round where the Scout moves 10’ or more from his/her starting position, the Scout does +1d6 damage with all melee attacks & all ranged attack within 30’. Only creatures vulnerable to critical hits are vulnerable to the extra damage. Also, the Scout receives a +1 Competence bonus to AC in those same rounds.
Trapfinding Scouts can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
Battle Fortitude +1 (Ex) receive a +1 bonus on Initiative checks and Fortitude saves. This has already been added to the above statistics.
Uncanny Dodge (Ex) Starting at 4th level, a scout can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
Fast Movement (Ex) A scout’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor or light armor, and not carrying a medium or heavy load. This has already been added to the above statistics.
Trackless Step (Ex) Starting at 3rd level, a scout leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Male Moon Elf Scout-4/Fighter-2
CG Medium Humanoid (elf)
Init +6; Senses low-light vision; Listen +10, Spot +10
Languages Common, Elven, Alglorandi
Deity Silvanus
AC 20, touch 15, flat-footed 14; Uncanny Dodge, Dodge, Mobility, Skirmish
hp 58 (HD 2d8+2 plus 2d10+2);
Immune sleep
Fort +4, Ref +4, Will +1; +2 racial saving throw bonus against enchantment spells or effects.
Spd 40 ft; Fast Movement, Trackless Step
Melee longsword +9 (1d8+4/19-20)
Ranged +1 seeking composite longbow +9 (1d8+4/x3)
Base Atk +5; Grp +9
Atk Options Skirmish (+1d6, +1 AC), Point Blank Shot, Precise Shot
Special Actions Rapid Shot
Abilities Str 18, Dex 20, Con 13, Int 12, Wis 10, Cha 12
SQ trackless step, uncanny dodge, battle fortitude, trapfinding
Feats Dodge, Mobility, Point Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (longbow)
Skills Balance +7, Craft (bowmaking) +6, Hide +18, Jump +6, Knowledge (geography) +5, Knowledge (nature) +7, Knowledge (religion) +3, Listen +10, Move Silently +18, Search +10, Spot +10, Survival +8, Tumble +13
Possessions +1 seeking composite longbow, cloak of elvenkind, boots of elvenkind, mithril shirt, masterwork buckler, masterwork longsword, 50' silk rope, 4 torches, 2 weeks rations, 70 gp
Skirmish +1d6, +1 AC (Ex) in a round where the Scout moves 10’ or more from his/her starting position, the Scout does +1d6 damage with all melee attacks & all ranged attack within 30’. Only creatures vulnerable to critical hits are vulnerable to the extra damage. Also, the Scout receives a +1 Competence bonus to AC in those same rounds.
Trapfinding Scouts can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
Battle Fortitude +1 (Ex) receive a +1 bonus on Initiative checks and Fortitude saves. This has already been added to the above statistics.
Uncanny Dodge (Ex) Starting at 4th level, a scout can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
Fast Movement (Ex) A scout’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor or light armor, and not carrying a medium or heavy load. This has already been added to the above statistics.
Trackless Step (Ex) Starting at 3rd level, a scout leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Nicoleta Heartnet - CR 6
[+]Name Nicoleta Heartnet
Female Deathtouched Human Warlock-5
LE Medium Humanoid (human)
Init +1; Senses Darkvision; Listen +3, Spot +3
Languages Common, Borca, Darkonese
Deity Irlek Khan
AC 14, touch 11, flat-footed 13
hp 28 (HD 5d6+5) DR 1/cold iron
Resist cold and electric resistance 5
Fort +2, Ref +2, Will +7
Spd 30 ft
Melee silver scythe +3 (2d4/x4)
Base Atk +3; Grp +3
Special Actions eldritch blast 3d6, deceive item, chill touch
Spell-Like Abilities (CL 5)
At will- Baleful Utterance, Detect Magic Summon Swarm, Voice of Madness
1/day- chill touch
Abilities Str 10, Dex 12, Con 12, Int 14, Wis 16, Cha 23
SQ Deceive item
Feats Ability Focus (eldritch blast), Brew Potion, Touch Spell Specialization, Weapon Focus (touch)
Skills Bluff +11, Concentration +10, Intimidate +8, Knowledge (arcana) +5, Move Silently +3, Sense Motive +6, Spellcraft +4, Use Magic Device +11
Possessions alchemically silvered scythe, studded leather
Female Deathtouched Human Warlock-5
LE Medium Humanoid (human)
Init +1; Senses Darkvision; Listen +3, Spot +3
Languages Common, Borca, Darkonese
Deity Irlek Khan
AC 14, touch 11, flat-footed 13
hp 28 (HD 5d6+5) DR 1/cold iron
Resist cold and electric resistance 5
Fort +2, Ref +2, Will +7
Spd 30 ft
Melee silver scythe +3 (2d4/x4)
Base Atk +3; Grp +3
Special Actions eldritch blast 3d6, deceive item, chill touch
Spell-Like Abilities (CL 5)
At will- Baleful Utterance, Detect Magic Summon Swarm, Voice of Madness
1/day- chill touch
Abilities Str 10, Dex 12, Con 12, Int 14, Wis 16, Cha 23
SQ Deceive item
Feats Ability Focus (eldritch blast), Brew Potion, Touch Spell Specialization, Weapon Focus (touch)
Skills Bluff +11, Concentration +10, Intimidate +8, Knowledge (arcana) +5, Move Silently +3, Sense Motive +6, Spellcraft +4, Use Magic Device +11
Possessions alchemically silvered scythe, studded leather
Grigor Faeze - CR 7
[+]Name Grigor Faeze
Male Half-orc Barbarian-1/Fighter-4/Pious Templar-2
LN Medium Humanoid
Init +5; Senses Darkvision; Listen +5, Spot +1
Languages Common, Orc, Damaran, Undercommon
Deity Kelemvor
AC 24, touch 12, flat-footed 22
hp 81 (HD 1d12+3 plus 6d10+18)
Fort +13, Ref +3, Will +6; Mettle
Spd 30 ft (unarmored 40 ft)
Melee +1 undead bane bastard sword +14/+9 (1d10+6/19-20)
Ranged +1 composite longbow (Str 5) +9 (1d8+5)
Base Atk +7; Grp +12
Atk Options Blind-fight, Cleave, Power Attack, Rage
Special Actions Smite
Combat Gear 3x Potion of Cure Moderate Wounds, 2x Dust of Illusion
Pious Templar Spells Prepared (CL 2, DC 11 + spell level, +12 melee touch, +8 ranged touch)
1st- Magic Weapon, Protection from Evil
Abilities Str 21, Dex 12, Con 16, Int 13, Wis 12, Cha 6
SQ Orc blood, Rage,
Feats Blind-fight, Cleave, Exotic Weapon Proficiency (bastard sword), Power Attack, True Believer, Weapon Focus (bastard sword)
Skills Climb +3, Concentration +9, Intimidate +2, Jump +3, Knowledge (religion) +5, Listen +5, Survival +5, Swim +3
Possessions +1 undead bane bastard sword, +1 composite longbow, +1 spiked full plate, +1 spiked light fortification large steel shield, +1 ring of protection, +1 cloak of resistance, bag of holding (type 1), ring of sustenance, 3x potion of cure moderate wounds, 2x dust of illution, 100 gp
Mettle (Ex) If you make a Will save against a spell whose description says “Will partial” or a Fortitude save that says “Fortitude half”, actually take no effect at all (i.e., ‘evasion’ for Will & Fortitude)
Rage (Ex) A barbarian can fly into a rage 1 time per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class
Smite (Su) Make an attack at +4 to hit. If successful, add 2 to the damage. Usable once per day
Male Half-orc Barbarian-1/Fighter-4/Pious Templar-2
LN Medium Humanoid
Init +5; Senses Darkvision; Listen +5, Spot +1
Languages Common, Orc, Damaran, Undercommon
Deity Kelemvor
AC 24, touch 12, flat-footed 22
hp 81 (HD 1d12+3 plus 6d10+18)
Fort +13, Ref +3, Will +6; Mettle
Spd 30 ft (unarmored 40 ft)
Melee +1 undead bane bastard sword +14/+9 (1d10+6/19-20)
Ranged +1 composite longbow (Str 5) +9 (1d8+5)
Base Atk +7; Grp +12
Atk Options Blind-fight, Cleave, Power Attack, Rage
Special Actions Smite
Combat Gear 3x Potion of Cure Moderate Wounds, 2x Dust of Illusion
Pious Templar Spells Prepared (CL 2, DC 11 + spell level, +12 melee touch, +8 ranged touch)
1st- Magic Weapon, Protection from Evil
Abilities Str 21, Dex 12, Con 16, Int 13, Wis 12, Cha 6
SQ Orc blood, Rage,
Feats Blind-fight, Cleave, Exotic Weapon Proficiency (bastard sword), Power Attack, True Believer, Weapon Focus (bastard sword)
Skills Climb +3, Concentration +9, Intimidate +2, Jump +3, Knowledge (religion) +5, Listen +5, Survival +5, Swim +3
Possessions +1 undead bane bastard sword, +1 composite longbow, +1 spiked full plate, +1 spiked light fortification large steel shield, +1 ring of protection, +1 cloak of resistance, bag of holding (type 1), ring of sustenance, 3x potion of cure moderate wounds, 2x dust of illution, 100 gp
Mettle (Ex) If you make a Will save against a spell whose description says “Will partial” or a Fortitude save that says “Fortitude half”, actually take no effect at all (i.e., ‘evasion’ for Will & Fortitude)
Rage (Ex) A barbarian can fly into a rage 1 time per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class
Smite (Su) Make an attack at +4 to hit. If successful, add 2 to the damage. Usable once per day
Cosmina Masella - CR 8
[+]Name Cosmina Masella
Female elan Telepath-8
CG Medium Aberration (psionic)
Init +1; Listen +3, Spot +3
Languages Common, Ancient Chondothan, Elven, Netherese, Draconic, Mulhorandi
Deity Auspenser
AC 11, touch 11, flat-footed 10
hp 41 (HD 8d4+8)
Fort +XX, Ref +XX, Will +XX
Spd 30 ft.
Melee +1 psychokinetic quarterstaff +4 (1d6+1 plus 1d4 ectoplasmic/19-20) or dagger +3 (1d4/19-20)
Ranged dagger +3 (1d4/19-20)
Base Atk +3; Grp +3
Special Actions Resistance, Resilience, Repletion
Powers Known (ML 8, DC 17 + power level, 84 pp, +3 melee touch, +4 ranged touch)
4th- Death Urge, Empathic Feedback, Mindwipe, Psionic Dominate
3rd- Body Adjustment, Forced Share Pain, Hostile Empathic Transfer, Telekinetic Thrust
2nd- Aversion, Dimension Swap, Psionic Suggestion, Read Thoughts, Recall Agony
1st- Concel Thoughts, Mindlink, Missive, Psionic Charm, Telempathic Projection
Abilities Str 10, Dex 12, Con 12, Int 24, Wis 16, Cha 15
Feats Combat Manifestation, Expanded Knowledge, Heroic Surge, Overchannel, Talented
Skills Bluff +13, Concentration +12, Diplomacy +13, Gather Information +13, Knowledge (history) +18, Knowledge (psionics) +14, Psicraft +8, Sense Motive +14
Possessions +1 psychokinetic quarterstaff, +2 headband of intellect, +2 cloak of resistance, scarlet and blue ioun stone, chime of opening, 4 sunrods, backpack, 2 weeks rations, explorer's outfit, 1005 gp
Elan Traits Elans are not subject to spells or effects that affect humanoids only, such as charm person or dominate person. Elans (unlike most aberrations) do not have darkvision.
Resistance (Su) Elans can use psionic energy to increase their resistance to various forms of attack. As an immediate action, an elan can spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of her next action.
Resilience (Su) When an elan takes damage, she can spend power points to reduce its severity. As an immediate action, she can reduce the damage she is about to take by 2 hit points for every 1 power point she spends.
Repletion (Su) An elan can sustain her body without need of food or water. If she spends 1 power point, an elan does not need to eat or drink for 24 hours.
Female elan Telepath-8
CG Medium Aberration (psionic)
Init +1; Listen +3, Spot +3
Languages Common, Ancient Chondothan, Elven, Netherese, Draconic, Mulhorandi
Deity Auspenser
AC 11, touch 11, flat-footed 10
hp 41 (HD 8d4+8)
Fort +XX, Ref +XX, Will +XX
Spd 30 ft.
Melee +1 psychokinetic quarterstaff +4 (1d6+1 plus 1d4 ectoplasmic/19-20) or dagger +3 (1d4/19-20)
Ranged dagger +3 (1d4/19-20)
Base Atk +3; Grp +3
Special Actions Resistance, Resilience, Repletion
Powers Known (ML 8, DC 17 + power level, 84 pp, +3 melee touch, +4 ranged touch)
4th- Death Urge, Empathic Feedback, Mindwipe, Psionic Dominate
3rd- Body Adjustment, Forced Share Pain, Hostile Empathic Transfer, Telekinetic Thrust
2nd- Aversion, Dimension Swap, Psionic Suggestion, Read Thoughts, Recall Agony
1st- Concel Thoughts, Mindlink, Missive, Psionic Charm, Telempathic Projection
Abilities Str 10, Dex 12, Con 12, Int 24, Wis 16, Cha 15
Feats Combat Manifestation, Expanded Knowledge, Heroic Surge, Overchannel, Talented
Skills Bluff +13, Concentration +12, Diplomacy +13, Gather Information +13, Knowledge (history) +18, Knowledge (psionics) +14, Psicraft +8, Sense Motive +14
Possessions +1 psychokinetic quarterstaff, +2 headband of intellect, +2 cloak of resistance, scarlet and blue ioun stone, chime of opening, 4 sunrods, backpack, 2 weeks rations, explorer's outfit, 1005 gp
Elan Traits Elans are not subject to spells or effects that affect humanoids only, such as charm person or dominate person. Elans (unlike most aberrations) do not have darkvision.
Resistance (Su) Elans can use psionic energy to increase their resistance to various forms of attack. As an immediate action, an elan can spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of her next action.
Resilience (Su) When an elan takes damage, she can spend power points to reduce its severity. As an immediate action, she can reduce the damage she is about to take by 2 hit points for every 1 power point she spends.
Repletion (Su) An elan can sustain her body without need of food or water. If she spends 1 power point, an elan does not need to eat or drink for 24 hours.
Earthwalker Kobach - CR 10
[+]Name Earthwalker Kobach
Male Human Cleric-5/Elemental Archon-2/Thaumaturgist-1/Nar Demonbinder-1/Mindbender-1
TN Medium Humanoid (human)
Init +5; Senses Darkvision; Listen +5, Spot +5
Languages Common, Damaran, Abyssal, Terran; telepathy 100 ft
Deity Grumbar; Domains Time, Earth
AC 21, touch 11, flat-footed 18
hp 69 (HD 8d8+16 plus 2d4+4); DR 3/-
Fort +XX, Ref +XX, Will +XX {; save modifiers}
Spd 20 ft
Melee +1 heavy mace +7 (1d8+3)
Ranged masterwork light crossbow +6 (1d8)
Base Atk +4; Grp +6
Atk Options Power of Arrogance (Air Subtype)
Special Actions Turn Undead, Turn Air Subtype
Cleric Spells Prepared (CL 8, DC 15 + spell level, +6 melee touch, +5 ranged touch)
4th- Freedom of Movement (D), Lesser Planar Ally, Spike Stones (D), Stone Metamorphosis, Summon Monster IV
3rd- Daylight, Dispel Magic, Haste (D), Stone Shape (D), Summon Monster III x2
2nd- Gentle Repose (D), Shield Other, Silence, Soften Earth and Stone (D),Summon Monster II x2
1st- Bless, Deathwatch, Entropic Shield, Magic Stone (D), Sanctuary, Summon Monster I x2, True Strike (D)
0- Detect Magic x2, Light x2, Purify Food and Drink x2
Nar Demonbinder Spells Known (CL 6, DC 14 + spell level, 40% spell failure, +6 melee touch, +5 ranged touch)
5th- Plane Shift, Summon Monster V
4th- Dimensional Anchor, Dismissal, Lesser Planar Binding, Magic Circle
2nd- Bull's Strength
Abilities Str 15, Dex 12, Con 14, Int 15, Wis 20, Cha 18
SQ Spontaneous Cure Spells, Mephit Underlings, Improved Ally, Fiendish Familiar, Inimical Casting, Telepathy 100 ft
Feats Able Learner, Combat Casting, Extra Spell, Improved Initiative, Iron Will, Spell Focus (conjuration)
Skills Bluff +8, Concentration +15, Diplomacy +12, Intimidate +9, Knowledge (nature) +10, Knowledge (planes) +12, Sense Motive +9, Spellcraft +15
Possessions +1 heavy mace, dwarven plate, goggles of night, bag of holding (type 2), +2 periapt of wisdom, +2 gauntlets of ogre power, +2 cloak of resistance, ring of feather fall, wand of cure moderate wounds, wand of enlarge, ring of sustenance, token of Tyr, wand of magic missiles, want of negate poison, circlet of persuasion, large steel shield, masterwork light crossbow, 50' silk rope, anti-toxin, everburning torch, sunrod, masterwork climbing gear, masterwork healer's kit, holy symbol, cleric's vestments, 2300 gp
Turn Air Subtype (Su) Turn or destroy air creatures as a good cleric turns undead. Rebuke, command, or bolster earth creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier.
Time Domain Granted Power You gain the Improved Initiative feat for free
Improved Ally When a thaumaturgist casts a planar ally spell (including the lesser and greater versions), he makes a Diplomacy check to convince the creature to aid him for a reduced payment. If the thaumaturgist’s Diplomacy check adjusts the creature’s attitude to helpful the creature will work for 50% of the standard fee, as long as the task is one that is not against its nature. The thaumaturgist’s improved ally class feature only works when the planar ally shares at least one aspect of alignment with the thaumaturgist. A thaumaturgist can have only one such ally at a time, but he may bargain for tasks from other planar allies normally.
Fiendish Familiar A Nar demonbinder can call a fiendish familiar. Doing so takes a day and uses up magical materials that cost 100 gp. The demonbinder may choose either an imp or a quasit as a familiar, just as if he knew the Improved Familiar feat and were an arcane spellcaster of the appropriate level. The fiendish familiar is magically linked to its master just like a normal familiar.
Inimical Casting (Ex) The demonbinder knows how to employ spells that deflect the attacks of outsiders, regardless of alignment. When a Nar demonbinder casts one of the spells listed below, he may choose a different effect. Magic circle against good can be cast as magic circle against evil, magic circle against chaos, or magic circle against law. Dispel good may be cast as dispel chaos, dispel evil, or dispel law. Blasphemy may be cast as holy word, word of chaos, or word of law. Unholy aura may be cast as holy aura, cloak of chaos, or shield of law.
Telepathy (Sp) The ability to communicate telepathically with any creature within 100’ that has a language.
Male Human Cleric-5/Elemental Archon-2/Thaumaturgist-1/Nar Demonbinder-1/Mindbender-1
TN Medium Humanoid (human)
Init +5; Senses Darkvision; Listen +5, Spot +5
Languages Common, Damaran, Abyssal, Terran; telepathy 100 ft
Deity Grumbar; Domains Time, Earth
AC 21, touch 11, flat-footed 18
hp 69 (HD 8d8+16 plus 2d4+4); DR 3/-
Fort +XX, Ref +XX, Will +XX {; save modifiers}
Spd 20 ft
Melee +1 heavy mace +7 (1d8+3)
Ranged masterwork light crossbow +6 (1d8)
Base Atk +4; Grp +6
Atk Options Power of Arrogance (Air Subtype)
Special Actions Turn Undead, Turn Air Subtype
Cleric Spells Prepared (CL 8, DC 15 + spell level, +6 melee touch, +5 ranged touch)
4th- Freedom of Movement (D), Lesser Planar Ally, Spike Stones (D), Stone Metamorphosis, Summon Monster IV
3rd- Daylight, Dispel Magic, Haste (D), Stone Shape (D), Summon Monster III x2
2nd- Gentle Repose (D), Shield Other, Silence, Soften Earth and Stone (D),Summon Monster II x2
1st- Bless, Deathwatch, Entropic Shield, Magic Stone (D), Sanctuary, Summon Monster I x2, True Strike (D)
0- Detect Magic x2, Light x2, Purify Food and Drink x2
Nar Demonbinder Spells Known (CL 6, DC 14 + spell level, 40% spell failure, +6 melee touch, +5 ranged touch)
5th- Plane Shift, Summon Monster V
4th- Dimensional Anchor, Dismissal, Lesser Planar Binding, Magic Circle
2nd- Bull's Strength
Abilities Str 15, Dex 12, Con 14, Int 15, Wis 20, Cha 18
SQ Spontaneous Cure Spells, Mephit Underlings, Improved Ally, Fiendish Familiar, Inimical Casting, Telepathy 100 ft
Feats Able Learner, Combat Casting, Extra Spell, Improved Initiative, Iron Will, Spell Focus (conjuration)
Skills Bluff +8, Concentration +15, Diplomacy +12, Intimidate +9, Knowledge (nature) +10, Knowledge (planes) +12, Sense Motive +9, Spellcraft +15
Possessions +1 heavy mace, dwarven plate, goggles of night, bag of holding (type 2), +2 periapt of wisdom, +2 gauntlets of ogre power, +2 cloak of resistance, ring of feather fall, wand of cure moderate wounds, wand of enlarge, ring of sustenance, token of Tyr, wand of magic missiles, want of negate poison, circlet of persuasion, large steel shield, masterwork light crossbow, 50' silk rope, anti-toxin, everburning torch, sunrod, masterwork climbing gear, masterwork healer's kit, holy symbol, cleric's vestments, 2300 gp
Turn Air Subtype (Su) Turn or destroy air creatures as a good cleric turns undead. Rebuke, command, or bolster earth creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier.
Time Domain Granted Power You gain the Improved Initiative feat for free
Improved Ally When a thaumaturgist casts a planar ally spell (including the lesser and greater versions), he makes a Diplomacy check to convince the creature to aid him for a reduced payment. If the thaumaturgist’s Diplomacy check adjusts the creature’s attitude to helpful the creature will work for 50% of the standard fee, as long as the task is one that is not against its nature. The thaumaturgist’s improved ally class feature only works when the planar ally shares at least one aspect of alignment with the thaumaturgist. A thaumaturgist can have only one such ally at a time, but he may bargain for tasks from other planar allies normally.
Fiendish Familiar A Nar demonbinder can call a fiendish familiar. Doing so takes a day and uses up magical materials that cost 100 gp. The demonbinder may choose either an imp or a quasit as a familiar, just as if he knew the Improved Familiar feat and were an arcane spellcaster of the appropriate level. The fiendish familiar is magically linked to its master just like a normal familiar.
Inimical Casting (Ex) The demonbinder knows how to employ spells that deflect the attacks of outsiders, regardless of alignment. When a Nar demonbinder casts one of the spells listed below, he may choose a different effect. Magic circle against good can be cast as magic circle against evil, magic circle against chaos, or magic circle against law. Dispel good may be cast as dispel chaos, dispel evil, or dispel law. Blasphemy may be cast as holy word, word of chaos, or word of law. Unholy aura may be cast as holy aura, cloak of chaos, or shield of law.
Telepathy (Sp) The ability to communicate telepathically with any creature within 100’ that has a language.
Paragon Level Range (ECL 11-20)
Perdue al'Roike - CR 12
[+]Name Perdue al'Roike
Male Half-elf Druid-11/Nature's Warrior-1
TN Medium Half-elf
Init +2; Senses Low-light vision 60ft; Listen +5, Spot +5
Languages Common, Druidic, Elven, Githyanki, Chondathan, Abyssal, Infernal
Deity Meilikki
AC 19, touch 13, flat-footed 15; Dodge
hp 91 (HD 12d8+12)
Fort +11, Ref +6, Will +11; +2 Save vs Enchantment; Elven Blood, Resist Nature's Lure
Spd 30 ft
Melee Great Club +9/+4 (1d10)
Base Atk +9; Grp +9
Special Actions Wild Shape(Dire) 4/day; Combat Reflexes; Claws of the Grizzly
Combat Gear Wand of Mage Armor (17 charges), Wand of Magic Missle (21 charges), Potion of Cure Serious Wounds (2)
Class Spells Prepared (CL 11, DC 13 + spell level, +9 melee touch, +11 ranged touch)
6th- Drown
5th- Awaken, Ice Storm x2
4th- Air Walk, Flame Strike x2
3rd- Call Lightening x2, Cure Moderate Wounds x2, Healing Sting
2nd- Flame Blade, Heat Metal, Fire Sphere x2, Spider Climb
1st- Animal Friend, Cure Light Wounds x3, Jump x2
0- Detect Magic, Light x2, Purify Food & Drink x2, Resistance
Abilities Str 10, Dex 14, Con 12, Int 15, Wis 17, Cha 9
SQ spontaneous summon nature's ally, Wild Shape, Elven Blood
Feats Combat Reflexes, Combat Casting, Dodge, Natural Spell, Natural Speaking
Skills Climb +1, Concentration +14, Handle Animal +7, Heal +11, Knowledge (arcana) +6, Knowledge (nature) +16, Knowledge (planes) +3, Listen +5, Search +4, Spellcraft +19, Spot +5, Survival +13, Animal Empathy +5
Possessions +1 rapier, +2 studded leather, wand of mage armor, wand of magic missle, hat of disguise, potion of cure serious wounds, 75 gp
Male Half-elf Druid-11/Nature's Warrior-1
TN Medium Half-elf
Init +2; Senses Low-light vision 60ft; Listen +5, Spot +5
Languages Common, Druidic, Elven, Githyanki, Chondathan, Abyssal, Infernal
Deity Meilikki
AC 19, touch 13, flat-footed 15; Dodge
hp 91 (HD 12d8+12)
Fort +11, Ref +6, Will +11; +2 Save vs Enchantment; Elven Blood, Resist Nature's Lure
Spd 30 ft
Melee Great Club +9/+4 (1d10)
Base Atk +9; Grp +9
Special Actions Wild Shape(Dire) 4/day; Combat Reflexes; Claws of the Grizzly
Combat Gear Wand of Mage Armor (17 charges), Wand of Magic Missle (21 charges), Potion of Cure Serious Wounds (2)
Class Spells Prepared (CL 11, DC 13 + spell level, +9 melee touch, +11 ranged touch)
6th- Drown
5th- Awaken, Ice Storm x2
4th- Air Walk, Flame Strike x2
3rd- Call Lightening x2, Cure Moderate Wounds x2, Healing Sting
2nd- Flame Blade, Heat Metal, Fire Sphere x2, Spider Climb
1st- Animal Friend, Cure Light Wounds x3, Jump x2
0- Detect Magic, Light x2, Purify Food & Drink x2, Resistance
Abilities Str 10, Dex 14, Con 12, Int 15, Wis 17, Cha 9
SQ spontaneous summon nature's ally, Wild Shape, Elven Blood
Feats Combat Reflexes, Combat Casting, Dodge, Natural Spell, Natural Speaking
Skills Climb +1, Concentration +14, Handle Animal +7, Heal +11, Knowledge (arcana) +6, Knowledge (nature) +16, Knowledge (planes) +3, Listen +5, Search +4, Spellcraft +19, Spot +5, Survival +13, Animal Empathy +5
Possessions +1 rapier, +2 studded leather, wand of mage armor, wand of magic missle, hat of disguise, potion of cure serious wounds, 75 gp
Dawn Lightbringer - CR 13
[+]Name Dawn Lightbringer
Female Aasimar Cleric-5/Morninglord-6/Radiant Servant-1
NG Medium Native Outsider (good)
Init +0; Senses Darkvision 60 ft; Listen +11, Spot +11
Languages Common, Chessentan, Celestial, Draconic
Deity Lathander; Domains Protection, Sun
AC 21, touch 10, flat-footed 18; Protective Ward
hp 93 (HD 12d8+24); DR 3/-
Resist acid, cold, electricity resistance 5
Fort +15, Ref +5, Will +22
Spd 20 ft; fly 20 ft
Melee +1 holy morningstar +10/+5 (1d8+2)
Base Atk +7; Grp +9
Special Actions Turn Undead 16/day, Great Turning 10/day
Combat Gear Wand of Lightning Bolts (CL 9, 9 charges), Wand of Cure Light Wounds (CL 3, 48 charges), Wand of Searing Light (CL 9, 20 charges), Potion of Cure Light Wounds, Tanglefoot bag, Holy water
Class Spells Prepared (CL 12, DC 19 + spell level, +9 melee touch, +7 ranged touch)
6th- Antimagic Field (D), Ethrealness, Fire Seeds (D), Harm, Heal
5th- Flame Strike x2, Flame Strike (D), Slay Living x2, Spell Resistance, True Seeing
4th- Dismissal, Divine Power, Fire Shield (D), Restoration x2, Spell Immunity (D), Weapons of the Diety
3rd- Dispel Magic x2, Invisibility Purge, Prayer, Protection from Elements, Searing Light x2, Searing Light (D)
2nd- Concecrate, Heat Metal (D), Lesser Restoration, Remove Paralysis, Sanctuary (D), Shield Other, Shield Other (D), Silence, Status
1st- Bless, Divine Favor, Endure Elements (D), Entropic Shield x2, Hide from Undead x2, Magic Weapon, Protection from Evil
0- Create Water, Detect Magic x2, Detect Poison, Purify Food and Drink x2
Spell-Like Abilities (CL 12)
3/day- Protection from Evil
2/day- Daylight
1/day- Bless, Searing Light
Abilities Str 14, Dex 10, Con 14, Int 14, Wis 29, Cha 20
SQ Turn undead, spontaneous cure spells, Greater Turning, Protective Ward, Bane of the Restless, Lathander's Light, Creative Fire, Radiance
Feats Celestial Bloodline, Extra Turning, Heroic Surge, Improved Turning, Outsider Wings
Skills Concentration +18, Diplomacy +12, Heal +18, Knowledge (religion) +11, Perform (singing) +11, Spellcraft +17
Possessions +1 holy morningstar, deathward dwarven plate, +1 large darkwood shield, +2 cloak of charisma, +6 periapt of wisdom, +2 ring of resistance, ring of sustenance, phylactery of undead turning, bag of holding (type 2), +2 guantlets of ogre power, +2 amulet of health, wand of lightning bolts, wand of cure light wounds, wand of searing light, potion of cure light wounds, tanglefoot bag, holy water, crusader's outfit, anti-toxin, masterwork climbing gear, masterwork healer's kit, priest's vestments, 10' pole, 50' silk rope, 7782 gp
Greater Turning Once per day, you can perform a greater turning against undead in place of a regular turning. The greater turning is like a normal turning except that the undead creatures that would be turned are destroyed instead.
Protective Ward (Su) Grant someone you touch a resistance bonus equal to your cleric level on his or her next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.
Female Aasimar Cleric-5/Morninglord-6/Radiant Servant-1
NG Medium Native Outsider (good)
Init +0; Senses Darkvision 60 ft; Listen +11, Spot +11
Languages Common, Chessentan, Celestial, Draconic
Deity Lathander; Domains Protection, Sun
AC 21, touch 10, flat-footed 18; Protective Ward
hp 93 (HD 12d8+24); DR 3/-
Resist acid, cold, electricity resistance 5
Fort +15, Ref +5, Will +22
Spd 20 ft; fly 20 ft
Melee +1 holy morningstar +10/+5 (1d8+2)
Base Atk +7; Grp +9
Special Actions Turn Undead 16/day, Great Turning 10/day
Combat Gear Wand of Lightning Bolts (CL 9, 9 charges), Wand of Cure Light Wounds (CL 3, 48 charges), Wand of Searing Light (CL 9, 20 charges), Potion of Cure Light Wounds, Tanglefoot bag, Holy water
Class Spells Prepared (CL 12, DC 19 + spell level, +9 melee touch, +7 ranged touch)
6th- Antimagic Field (D), Ethrealness, Fire Seeds (D), Harm, Heal
5th- Flame Strike x2, Flame Strike (D), Slay Living x2, Spell Resistance, True Seeing
4th- Dismissal, Divine Power, Fire Shield (D), Restoration x2, Spell Immunity (D), Weapons of the Diety
3rd- Dispel Magic x2, Invisibility Purge, Prayer, Protection from Elements, Searing Light x2, Searing Light (D)
2nd- Concecrate, Heat Metal (D), Lesser Restoration, Remove Paralysis, Sanctuary (D), Shield Other, Shield Other (D), Silence, Status
1st- Bless, Divine Favor, Endure Elements (D), Entropic Shield x2, Hide from Undead x2, Magic Weapon, Protection from Evil
0- Create Water, Detect Magic x2, Detect Poison, Purify Food and Drink x2
Spell-Like Abilities (CL 12)
3/day- Protection from Evil
2/day- Daylight
1/day- Bless, Searing Light
Abilities Str 14, Dex 10, Con 14, Int 14, Wis 29, Cha 20
SQ Turn undead, spontaneous cure spells, Greater Turning, Protective Ward, Bane of the Restless, Lathander's Light, Creative Fire, Radiance
Feats Celestial Bloodline, Extra Turning, Heroic Surge, Improved Turning, Outsider Wings
Skills Concentration +18, Diplomacy +12, Heal +18, Knowledge (religion) +11, Perform (singing) +11, Spellcraft +17
Possessions +1 holy morningstar, deathward dwarven plate, +1 large darkwood shield, +2 cloak of charisma, +6 periapt of wisdom, +2 ring of resistance, ring of sustenance, phylactery of undead turning, bag of holding (type 2), +2 guantlets of ogre power, +2 amulet of health, wand of lightning bolts, wand of cure light wounds, wand of searing light, potion of cure light wounds, tanglefoot bag, holy water, crusader's outfit, anti-toxin, masterwork climbing gear, masterwork healer's kit, priest's vestments, 10' pole, 50' silk rope, 7782 gp
Greater Turning Once per day, you can perform a greater turning against undead in place of a regular turning. The greater turning is like a normal turning except that the undead creatures that would be turned are destroyed instead.
Protective Ward (Su) Grant someone you touch a resistance bonus equal to your cleric level on his or her next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.
Arveene Starcrown - CR 14
[+]Name Arveene Starcrown
Female Human Cleric-9/Evangelist-5/Auspician-3
CN Medium Humanoid (human)
Init +1; Listen +3, Spot +3
Languages Common, Chondothan, Elven, Shaaran
Deity Tyche; Domains Fate, Luck, Travel
AC 21, touch 11, flat-footed 20; Uncanny Dodge
hp 38 (HD 13d8+48); Fortification 25%
Fort +12, Ref +5, Will +17
Spd 20 ft; Freedom of Movement
Melee +1 shocking morningstar +10/+5 (1d8+3)
Base Atk +9; Grp +9
Special Actions Turn Undead, Tyche's Curse 1/day, Lucky Blow
Cleric Spells Prepared (CL 9, DC 14 + spell level, +9 melee touch, +10 ranged touch)
5th- Break Enchantment(D), Flame Strike, Mark of Justice (D), Teleport (D)
4th- Dimension Door (D), Divination (D), Freedom of Movement (D), Lesser Planar Ally, Spell Immunity
3rd- Bestow Curse, Bestow Curse (D), Blindness/Deafness, Dispel Magic, Fly (D), Dimension Door (D)
2nd- Aid (D), Augury (D), Enthrall, Locate Object (D), Shield Other, Silence, Zone of Truth
1st- Bane, Bless, Doom, Entropic Shield (D), Expedious Retreat (D), Random Action, True Strike (D)
0- Create Water, Detect Magic, Light, Purify Food and Drink, Read Magic, Resistance
Abilities Str 11, Dex 12, Con 13, Int 14, Wis 18, Cha 16
SQ Good Fortune, Fickle Finger of Fate, Inspire Hope, Fast Talk, Inflame the Righteous, Skill Mastery, Convert the Unfaithful, Uncanny Dodge, Freedom of Movement(Su) 1/day
Feats Dodge, Great Fortitude, Heretic, Iron Will, Persuasive
Skills Concentration-8, Diplomacy-10, Heal-10, Knowledge (Arcane) +9, Knowledge (Religion) +9, Profession (gambler) +6, Spellcraft +9
Possessions +1 shocking morningstar, glamered full plate, light fortification large steel shield, 1000 gp
Fate Domain Granted Power (Ex) You gain the uncanny dodge ability, allowing you to retain your Dexterity bonus to AC (if any) even if caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if immobilized.
Luck Domain Granted Power (Ex) You gain the power of good fortune, which is usable once per day. This extraordinary ability allows you to reroll one roll that you have just made before the DM declares whether the roll results in success or failure. You must take the result of the reroll, even if it’s worse than the original roll.
Travel Domain Granted Power (Su) For a total time per day of 1 round per cleric level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds). This granted power is a supernatural ability. Add Survival to your list of cleric class skills.
Female Human Cleric-9/Evangelist-5/Auspician-3
CN Medium Humanoid (human)
Init +1; Listen +3, Spot +3
Languages Common, Chondothan, Elven, Shaaran
Deity Tyche; Domains Fate, Luck, Travel
AC 21, touch 11, flat-footed 20; Uncanny Dodge
hp 38 (HD 13d8+48); Fortification 25%
Fort +12, Ref +5, Will +17
Spd 20 ft; Freedom of Movement
Melee +1 shocking morningstar +10/+5 (1d8+3)
Base Atk +9; Grp +9
Special Actions Turn Undead, Tyche's Curse 1/day, Lucky Blow
Cleric Spells Prepared (CL 9, DC 14 + spell level, +9 melee touch, +10 ranged touch)
5th- Break Enchantment(D), Flame Strike, Mark of Justice (D), Teleport (D)
4th- Dimension Door (D), Divination (D), Freedom of Movement (D), Lesser Planar Ally, Spell Immunity
3rd- Bestow Curse, Bestow Curse (D), Blindness/Deafness, Dispel Magic, Fly (D), Dimension Door (D)
2nd- Aid (D), Augury (D), Enthrall, Locate Object (D), Shield Other, Silence, Zone of Truth
1st- Bane, Bless, Doom, Entropic Shield (D), Expedious Retreat (D), Random Action, True Strike (D)
0- Create Water, Detect Magic, Light, Purify Food and Drink, Read Magic, Resistance
Abilities Str 11, Dex 12, Con 13, Int 14, Wis 18, Cha 16
SQ Good Fortune, Fickle Finger of Fate, Inspire Hope, Fast Talk, Inflame the Righteous, Skill Mastery, Convert the Unfaithful, Uncanny Dodge, Freedom of Movement(Su) 1/day
Feats Dodge, Great Fortitude, Heretic, Iron Will, Persuasive
Skills Concentration-8, Diplomacy-10, Heal-10, Knowledge (Arcane) +9, Knowledge (Religion) +9, Profession (gambler) +6, Spellcraft +9
Possessions +1 shocking morningstar, glamered full plate, light fortification large steel shield, 1000 gp
Fate Domain Granted Power (Ex) You gain the uncanny dodge ability, allowing you to retain your Dexterity bonus to AC (if any) even if caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if immobilized.
Luck Domain Granted Power (Ex) You gain the power of good fortune, which is usable once per day. This extraordinary ability allows you to reroll one roll that you have just made before the DM declares whether the roll results in success or failure. You must take the result of the reroll, even if it’s worse than the original roll.
Travel Domain Granted Power (Su) For a total time per day of 1 round per cleric level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds). This granted power is a supernatural ability. Add Survival to your list of cleric class skills.
Dante Sadow - CR 14
[+]Name Dante Sadow
Male Shadow Human Ninja-3/Monk-2/Rogue-3/Fighter-2/Divine Champion-2
LN Medium Humanoid (Extraplanar)
Init +9; Senses Darkvision, Low-light Vision; Listen +13, Spot +13
Languages Common, Chondothan
Deity Kelemvor
AC 224, touch 19, flat-footed 17; AC Bonus (already added), Roofwalker, Shadow Blend, Trap Sense, Two-weapon Defense, Uncanny Dodge
hp 72 (HD 6d6+6 plus 2d8+2 plus 4d10+4); Fast Healing 2; DR 5/magic
Resist Cold Resistance 17
Fort +13, Ref +16, Will +8; Evasion, Ki Power, Sacred Defense, Trap Sense
Spd 45 ft, Roofwalker
Melee +2 holy undead bane bastard sword +10/+5 (1d10+3/19-20) and +1 wounding short sword +13/+8 (1d6+2/19-20) or
Melee +2 holy undead bane bastard sword +10/+5 (1d10+3/19-20) and +2 flaming short sword +14/+9 (1d6+3/19-20) or
Melee +2 flaming short sword +14/+9 (1d6+3/19-20) and +1 wounding short sword +13/+8 (1d6+2/19-20) or
Melee +2 holy undead bane bastard sword +12/+7 (1d10+3/19-20) or
Melee +2 flaming short sword +16/+11 (1d6+3/19-20) or
Melee +1 wounding short sword +15/+10 (1d6+2/19-20) or
Melee unarmed strike +14/+9 (1d6+1)
Base Atk +9; Grp +10
Atk Options Combat reflexes, Sneak attack, Sudden strike
Special Actions Flurry of Blows, Lay on Hands, Poison Use, Stunning Fist (DC 18), Trapfinding
Combat Gear Purple worm poison (DC 24, 1d6 Str, 1d6 Str), Scabbard of Keen Edges
Abilities Str 12, Dex 20, Con 13, Int 10, Wis 14, Cha 8
SQ AC Bonus, Evasion, Flurry of Blows, Ghost Step, Ki Power, Lay on Hands, Poison Use, Sacred Defense, Shadow Blend, Shadow Creature Abilities, Sneak Attack, Sudden Strike, Trapfinding, Trap Sense
Feats Combat Reflexes, Exotic Weapon (bastard sword), Weapon Focus (bastard sword), Weapon Focus (short sword), Improved Initiative, Improved Two-weapon Fighting, Improved Unarmed Strike, Roofwalker, Stunning Fist, Two-weapon Defense, Two-weapon Fighting, Weapon Finesse
Skills Bluff +4, Climb +7, Hide +21, Intimidate +6, Knowledge (religion) +3, Listen +13, Move Silently +27, Sense Motive +11, Spot +13, Tumble +16
Possessions Wealth 150,000 gp; +2 holy undead bane bastard sword, +1 wounding short sword, +2 flaming short sword, +5 bracers of armor, boots of elvenkind, cloak of elvenkind, scabbard of keen edges, +2 ring of protection, ring of sustenance, +2 gloves of dexterity, purple worm poison, 1800 gp
AC Bonus (Ex) receive the indicated bonus to AC. Only the class level specific part of this bonus (i.e., “N”) stacks with the Monk class’ bonus to AC (i.e., you do not receive your Wisdom modifier twice). This bonus applies even when you are Flat-Footed?, but not when immobilized
Evasion (Ex) A successful Reflex saving throw against an attack that normally deals half damage on a successful save, takes no damage
Flurry of Blows (Ex) When unarmored, may make one extra attack in a round at her highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round
Ghost Step (Su) Become Invisible for 1 round by expending one use of your Ki Power as a Swift Action that does not Provoke an Attack of Opportunity
Ki Power (Su) Receive 3/day to use Ghost Step ability. As long as you have at least one use left, you receive a +2 bonus on Will saves
Lay on Hands (Sp) Insufficient Charisma to use this ability
Poison Use (Ex) Never accidentally poisoned when envenoming a weapon
Sacred Defense (Su) +1 on all saves vs. Divine Spells and spell-like & supernatural abilities from Outsiders
Shadow Blend (Su) In any condition less than full daylight, ability to hide in plain sight. Also grants total concealment, providing 50% miss chance and attackers cannot take attacks of opportunity
Shadow Creature Abilities (Su) +2 luck bonus to all saving throws; Damage Reduction 5/magic; Plane Shift 1/day as 15th level caster (Shadow plane only), Fast Healing 2; Cold Resistance 5+HD, Low-light Vision, +6 to Move Silently, Darkvision 60 ft, 50% speed increase
Sneak Attack (Ex) When attacking a creature vulnerable to Sneak Attack who is denied his/her Dexterity bonus to AC, do +2d6 of damage
Sudden Strike (Ex) When attacking a creature vulnerable to Sneak Attack who is denied his/her Dexterity bonus to AC, do +2d6 of damage. The main difference from Sneak Attack is that it does not applied to Flanked foes
Trapfinding (Ex) Can use the Search skill to locate traps when the task has a Difficulty Class higher than 20
Trap Sense (Ex) A +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps
Ref Core plus CAd, Ci, DR322, PGtF
Male Shadow Human Ninja-3/Monk-2/Rogue-3/Fighter-2/Divine Champion-2
LN Medium Humanoid (Extraplanar)
Init +9; Senses Darkvision, Low-light Vision; Listen +13, Spot +13
Languages Common, Chondothan
Deity Kelemvor
AC 224, touch 19, flat-footed 17; AC Bonus (already added), Roofwalker, Shadow Blend, Trap Sense, Two-weapon Defense, Uncanny Dodge
hp 72 (HD 6d6+6 plus 2d8+2 plus 4d10+4); Fast Healing 2; DR 5/magic
Resist Cold Resistance 17
Fort +13, Ref +16, Will +8; Evasion, Ki Power, Sacred Defense, Trap Sense
Spd 45 ft, Roofwalker
Melee +2 holy undead bane bastard sword +10/+5 (1d10+3/19-20) and +1 wounding short sword +13/+8 (1d6+2/19-20) or
Melee +2 holy undead bane bastard sword +10/+5 (1d10+3/19-20) and +2 flaming short sword +14/+9 (1d6+3/19-20) or
Melee +2 flaming short sword +14/+9 (1d6+3/19-20) and +1 wounding short sword +13/+8 (1d6+2/19-20) or
Melee +2 holy undead bane bastard sword +12/+7 (1d10+3/19-20) or
Melee +2 flaming short sword +16/+11 (1d6+3/19-20) or
Melee +1 wounding short sword +15/+10 (1d6+2/19-20) or
Melee unarmed strike +14/+9 (1d6+1)
Base Atk +9; Grp +10
Atk Options Combat reflexes, Sneak attack, Sudden strike
Special Actions Flurry of Blows, Lay on Hands, Poison Use, Stunning Fist (DC 18), Trapfinding
Combat Gear Purple worm poison (DC 24, 1d6 Str, 1d6 Str), Scabbard of Keen Edges
Abilities Str 12, Dex 20, Con 13, Int 10, Wis 14, Cha 8
SQ AC Bonus, Evasion, Flurry of Blows, Ghost Step, Ki Power, Lay on Hands, Poison Use, Sacred Defense, Shadow Blend, Shadow Creature Abilities, Sneak Attack, Sudden Strike, Trapfinding, Trap Sense
Feats Combat Reflexes, Exotic Weapon (bastard sword), Weapon Focus (bastard sword), Weapon Focus (short sword), Improved Initiative, Improved Two-weapon Fighting, Improved Unarmed Strike, Roofwalker, Stunning Fist, Two-weapon Defense, Two-weapon Fighting, Weapon Finesse
Skills Bluff +4, Climb +7, Hide +21, Intimidate +6, Knowledge (religion) +3, Listen +13, Move Silently +27, Sense Motive +11, Spot +13, Tumble +16
Possessions Wealth 150,000 gp; +2 holy undead bane bastard sword, +1 wounding short sword, +2 flaming short sword, +5 bracers of armor, boots of elvenkind, cloak of elvenkind, scabbard of keen edges, +2 ring of protection, ring of sustenance, +2 gloves of dexterity, purple worm poison, 1800 gp
AC Bonus (Ex) receive the indicated bonus to AC. Only the class level specific part of this bonus (i.e., “N”) stacks with the Monk class’ bonus to AC (i.e., you do not receive your Wisdom modifier twice). This bonus applies even when you are Flat-Footed?, but not when immobilized
Evasion (Ex) A successful Reflex saving throw against an attack that normally deals half damage on a successful save, takes no damage
Flurry of Blows (Ex) When unarmored, may make one extra attack in a round at her highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round
Ghost Step (Su) Become Invisible for 1 round by expending one use of your Ki Power as a Swift Action that does not Provoke an Attack of Opportunity
Ki Power (Su) Receive 3/day to use Ghost Step ability. As long as you have at least one use left, you receive a +2 bonus on Will saves
Lay on Hands (Sp) Insufficient Charisma to use this ability
Poison Use (Ex) Never accidentally poisoned when envenoming a weapon
Sacred Defense (Su) +1 on all saves vs. Divine Spells and spell-like & supernatural abilities from Outsiders
Shadow Blend (Su) In any condition less than full daylight, ability to hide in plain sight. Also grants total concealment, providing 50% miss chance and attackers cannot take attacks of opportunity
Shadow Creature Abilities (Su) +2 luck bonus to all saving throws; Damage Reduction 5/magic; Plane Shift 1/day as 15th level caster (Shadow plane only), Fast Healing 2; Cold Resistance 5+HD, Low-light Vision, +6 to Move Silently, Darkvision 60 ft, 50% speed increase
Sneak Attack (Ex) When attacking a creature vulnerable to Sneak Attack who is denied his/her Dexterity bonus to AC, do +2d6 of damage
Sudden Strike (Ex) When attacking a creature vulnerable to Sneak Attack who is denied his/her Dexterity bonus to AC, do +2d6 of damage. The main difference from Sneak Attack is that it does not applied to Flanked foes
Trapfinding (Ex) Can use the Search skill to locate traps when the task has a Difficulty Class higher than 20
Trap Sense (Ex) A +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps
Ref Core plus CAd, Ci, DR322, PGtF
Kvek Sunbrave - CR 14
[+]Name Kvek Sunbrave
Male Derro Swordsage-7/Fighter-2/Master of Nine-5
CN Small humanoid (dwarf)
Init +12; Senses Darkvision; Listen +8, Spot +5
Languages Dwarven (derro dialect), Undercommon, Elven (drow dialect), Kobold
Deity Diirinka
AC 23, touch 19, flat-footed 15; Dodge
hp 129 (HD XX+XX)
Fort +12, Ref +15, Will +15
Spd 30 ft
Melee +2 small flaming burst spiked chain +22/+17 (1d6+14) or
Melee unarmed strike +19/+14 (1d8+12)
Ranged small repeating heavy crossbow +17 (1d8/19-20)
Reach 10 ft (with +2 small flaming burst spiked chain)
Base Atk +10; Grp +15
Atk Options Blindfighting, Combat Reflexes, Dual Stance, Sneak Attack +1d6,
Special Actions Adaptive Style, Poison Use, Sense Magic
Spellsword Maneuvers Readied (IL 13)
7th- Ancient Mountain Hammer (SD), Swooping Dragon Strike (TC)
6th- Ballista Throw (SS), Rabit Bear Strike (TC)
5th- Elder Mountain Hammer (SD), Mirrored Pursuit (SS), Shadow Stride (SH)
3rd- Deathmark(DW), Fan the Flames (DW)
2nd- Flashing Sun (DW)
Spellsword Maneuvers Known (IL 13)
All maneuvers readied plus
6th- Wolf Climbs the Mountain (TC)
4th- Obscuring Shadow Veil (SH)
3rd- Bonecrusher(SD), Soaring Raptor Strike (TC)
2nd- Rabid Wolf Strike (TC), Shadow Jaunt (SH)
1st- Burning Blade (DW), Charging Minotaur (SD), Clinging Shadow Strike (SH), Mighty Throw (SS), Sapphire Nightmare Blade (DM)
Spellsword Stances Known (IL 13)
5th- Step the Dancing Moth (SH)
3rd- Pearl of Black Doubt (SH)
1st- Blood in the Water (TC), Martial Spirit(DS), Stonefoot Stance (SD)
Spell-Like Abilities (CL 14)
At will- Darkness, Ghost Sound
1/day- Daze(DC 13), Sound Burst (DC 15)
Abilities Str 26, Dex 22, Con 16, Int 14, Wis 6, Cha 16
SQ Madness, Quick to Act, Sense Magic, Dual Stance, Perfect Form, Counter Stance, Master of Nine
Feats Adaptive Style, Blindfighting, Combat Reflexes, Dodge, Exotic Weapon (spiked chain), Improved Initiative, Improved Unarmed Strike, Insightful Strike, Weapon Focus (spiked chain)
Skills Climb +13, Concentration +13, Craft (poison) +6, Craft (cartography) +6, Hide +21, Intimidate +13, Jump +28, Knowledge (underdark) +19, Listen +8, Move Silently +24, Spot +5, Tumble +23
Possessions All small sized: +2 flaming burst spiked chain, medium fortification mithril shirt, +2 ring of protection, +3 cloak of resistance, bag of holding (type 3), ring of sustenance, boots of striding and springing, +6 belt of giant strength, +6 gloves of dexterity, repeating heavy crossbow, 50 ft silk rope
Male Derro Swordsage-7/Fighter-2/Master of Nine-5
CN Small humanoid (dwarf)
Init +12; Senses Darkvision; Listen +8, Spot +5
Languages Dwarven (derro dialect), Undercommon, Elven (drow dialect), Kobold
Deity Diirinka
AC 23, touch 19, flat-footed 15; Dodge
hp 129 (HD XX+XX)
Fort +12, Ref +15, Will +15
Spd 30 ft
Melee +2 small flaming burst spiked chain +22/+17 (1d6+14) or
Melee unarmed strike +19/+14 (1d8+12)
Ranged small repeating heavy crossbow +17 (1d8/19-20)
Reach 10 ft (with +2 small flaming burst spiked chain)
Base Atk +10; Grp +15
Atk Options Blindfighting, Combat Reflexes, Dual Stance, Sneak Attack +1d6,
Special Actions Adaptive Style, Poison Use, Sense Magic
Spellsword Maneuvers Readied (IL 13)
7th- Ancient Mountain Hammer (SD), Swooping Dragon Strike (TC)
6th- Ballista Throw (SS), Rabit Bear Strike (TC)
5th- Elder Mountain Hammer (SD), Mirrored Pursuit (SS), Shadow Stride (SH)
3rd- Deathmark(DW), Fan the Flames (DW)
2nd- Flashing Sun (DW)
Spellsword Maneuvers Known (IL 13)
All maneuvers readied plus
6th- Wolf Climbs the Mountain (TC)
4th- Obscuring Shadow Veil (SH)
3rd- Bonecrusher(SD), Soaring Raptor Strike (TC)
2nd- Rabid Wolf Strike (TC), Shadow Jaunt (SH)
1st- Burning Blade (DW), Charging Minotaur (SD), Clinging Shadow Strike (SH), Mighty Throw (SS), Sapphire Nightmare Blade (DM)
Spellsword Stances Known (IL 13)
5th- Step the Dancing Moth (SH)
3rd- Pearl of Black Doubt (SH)
1st- Blood in the Water (TC), Martial Spirit(DS), Stonefoot Stance (SD)
Spell-Like Abilities (CL 14)
At will- Darkness, Ghost Sound
1/day- Daze(DC 13), Sound Burst (DC 15)
Abilities Str 26, Dex 22, Con 16, Int 14, Wis 6, Cha 16
SQ Madness, Quick to Act, Sense Magic, Dual Stance, Perfect Form, Counter Stance, Master of Nine
Feats Adaptive Style, Blindfighting, Combat Reflexes, Dodge, Exotic Weapon (spiked chain), Improved Initiative, Improved Unarmed Strike, Insightful Strike, Weapon Focus (spiked chain)
Skills Climb +13, Concentration +13, Craft (poison) +6, Craft (cartography) +6, Hide +21, Intimidate +13, Jump +28, Knowledge (underdark) +19, Listen +8, Move Silently +24, Spot +5, Tumble +23
Possessions All small sized: +2 flaming burst spiked chain, medium fortification mithril shirt, +2 ring of protection, +3 cloak of resistance, bag of holding (type 3), ring of sustenance, boots of striding and springing, +6 belt of giant strength, +6 gloves of dexterity, repeating heavy crossbow, 50 ft silk rope
Cosmina Masella - CR 16
[+]Name Cosmina Masella
Female elan shade Telepath-11/Psychic Warrior-1
LN Medium Outsider Aberration (psionic)
Init +3; Senses 60 ft darkvision; Listen +7, Spot +3
Languages Common, Ancient Chondothan, Elven, Netherese, Draconic, Mulhorandi
Deity Auspenser/Mask
AC 30, touch 17, flat-footed 23
hp 54 (HD 11d4+22 plus 1d8+2); fast healing 2
SR 23
Fort +15, Ref +22, Will +18
Weakness Daylight causes loss of all shade template exceptional, supernatural, and spell-like abilities
Spd 50 ft
Melee +1 psychokinetic quarterstaff +6 (1d6+1 plus 1d4 ectoplasmic/19-20) or dagger +5 (1d4/19-20)
Ranged dagger +8 (1d4/19-20)
Base Atk +5; Grp +5
Atk Options Combat Expertise
Special Actions Quicken Power, Resistance, Resilience, Repletion
Psion Powers Known (ML 11, DC 18 + power level, 150 pp, +5 melee touch, +8 ranged touch)
6th- Mind Switch
5th- Mind Probe, Psionic Plane Shift, Psychic Crush, True Seeing
4th- Death Urge, Empathic Feedback, Mindwipe, Psionic Dominate
3rd- Body Adjustment, Forced Share Pain, Hostile Empathic Transfer, Telekinetic Thrust
2nd- Aversion, Dimension Swap, Psionic Suggestion, Read Thoughts, Recall Agony
1st- Concel Thoughts, Mindlink, Missive, Psionic Charm, Telempathic Projection
Psychic Warrior Powers Known (ML 1, DC 13 + power level, 1 pp, +5 melee touch, +8 ranged touch)
1st- Biofeedback
Spell-Like Abilities (CL 12)
At will- Control Light
1/rnd- Invisibility
1/2 rnds- Shadow Stride
3/day- Shadow Image
Abilities Str 10, Dex 16, Con 14, Int 26, Wis 16, Cha 18
Feats Combat Expertise, Combat Manifestation, Expanded Knowledge, Heroic Surge, Improved Psycrystal, Leadership, Overchannel, Psycrystal, Quicken Power, Talented
Skills Autohypnosis +8, Bluff +19, Concentration +17, Diplomacy +19, Gather Information +19, Hide +21, Knowledge (history) +23, Knowledge (psionics) +23, Move Silently +21, Psicraft +9, Sense Motive +18
Possessions +1 psychokinetic quarterstaff, +5 full plate of Mask, +2 headband of intellect, +2 cloak of resistance, +4 gloves of dexterity, scarlet and blue ioun stone, chime of opening, 4 sunrods, backpack, 2 weeks rations, explorer's outfit, Psycrystal, 1005 gp
Resistance (Su) Elans can use psionic energy to increase their resistance to various forms of attack. As an immediate action, an elan can spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of her next action.
Resilience (Su) When an elan takes damage, she can spend power points to reduce its severity. As an immediate action, she can reduce the damage she is about to take by 2 hit points for every 1 power point she spends.
Repletion (Su) An elan can sustain her body without need of food or water. If she spends 1 power point, an elan does not need to eat or drink for 24 hours.
Augmented Speed (Ex) Increases base Speed by 20ft. (or 10 ft., if the character wears medium or heavy armor). This has already been added to the above statistics.
Enhanced Defence (Ex) The Shade gains a +4 deflection bonus to AC. This has already been added to the above statistics.
Unnatural Resistance (Ex) The Shade gains a +4 luck bonus on all saving throws. This has already been added to the above statistics.
Keen Senses (Ex) The Shade gains a +4 racial bonus on Listen, Perception, and Spot checks. This has already been added to the above statistics.
Improved Stealth (Ex) The Shade gains a +8 racial bonus on Hide, and Move Silently checks. This has already been added to the above statistics.
Control Light (Sp) The Shade can decrease the levels of light within a 100 ft. Radius by a factor of 10% per level. For characters and creatures dependent on light to see, this decreases the effective range of vision for them by the same percentage. For each 25% decrease in light, anyone within the area gains a +1 circumstance bonus on hide checks.
Invisibility (Sp) The Shade can use this ability once per round as a sorcerer of his level.
Shadow Image (Sp) Three times per day, the Shade can use this spell-like ability (similar to the mirror image spell) as a sorcerer of his level. This creates 1d4 figments of the shade, +1 per three levels.
Precision (Ex) The Shade gains a +2 competence bonus on attacks and damage. This has already been added to the above statistics.
Fast Healing (Su) The Shade gains Fast Healing 2.
Strong Aura (Ex) The Shade gains Spell Resistance 11 + character level. This has already been added to the above statistics.
Shadow Stride (Sp) As often as once every 2 rounds, a Shade can vanish from his current location and reappear in any shadowy area within 300 feet. This is a move-equivalent action.
Female elan shade Telepath-11/Psychic Warrior-1
LN Medium Outsider Aberration (psionic)
Init +3; Senses 60 ft darkvision; Listen +7, Spot +3
Languages Common, Ancient Chondothan, Elven, Netherese, Draconic, Mulhorandi
Deity Auspenser/Mask
AC 30, touch 17, flat-footed 23
hp 54 (HD 11d4+22 plus 1d8+2); fast healing 2
SR 23
Fort +15, Ref +22, Will +18
Weakness Daylight causes loss of all shade template exceptional, supernatural, and spell-like abilities
Spd 50 ft
Melee +1 psychokinetic quarterstaff +6 (1d6+1 plus 1d4 ectoplasmic/19-20) or dagger +5 (1d4/19-20)
Ranged dagger +8 (1d4/19-20)
Base Atk +5; Grp +5
Atk Options Combat Expertise
Special Actions Quicken Power, Resistance, Resilience, Repletion
Psion Powers Known (ML 11, DC 18 + power level, 150 pp, +5 melee touch, +8 ranged touch)
6th- Mind Switch
5th- Mind Probe, Psionic Plane Shift, Psychic Crush, True Seeing
4th- Death Urge, Empathic Feedback, Mindwipe, Psionic Dominate
3rd- Body Adjustment, Forced Share Pain, Hostile Empathic Transfer, Telekinetic Thrust
2nd- Aversion, Dimension Swap, Psionic Suggestion, Read Thoughts, Recall Agony
1st- Concel Thoughts, Mindlink, Missive, Psionic Charm, Telempathic Projection
Psychic Warrior Powers Known (ML 1, DC 13 + power level, 1 pp, +5 melee touch, +8 ranged touch)
1st- Biofeedback
Spell-Like Abilities (CL 12)
At will- Control Light
1/rnd- Invisibility
1/2 rnds- Shadow Stride
3/day- Shadow Image
Abilities Str 10, Dex 16, Con 14, Int 26, Wis 16, Cha 18
Feats Combat Expertise, Combat Manifestation, Expanded Knowledge, Heroic Surge, Improved Psycrystal, Leadership, Overchannel, Psycrystal, Quicken Power, Talented
Skills Autohypnosis +8, Bluff +19, Concentration +17, Diplomacy +19, Gather Information +19, Hide +21, Knowledge (history) +23, Knowledge (psionics) +23, Move Silently +21, Psicraft +9, Sense Motive +18
Possessions +1 psychokinetic quarterstaff, +5 full plate of Mask, +2 headband of intellect, +2 cloak of resistance, +4 gloves of dexterity, scarlet and blue ioun stone, chime of opening, 4 sunrods, backpack, 2 weeks rations, explorer's outfit, Psycrystal, 1005 gp
Resistance (Su) Elans can use psionic energy to increase their resistance to various forms of attack. As an immediate action, an elan can spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of her next action.
Resilience (Su) When an elan takes damage, she can spend power points to reduce its severity. As an immediate action, she can reduce the damage she is about to take by 2 hit points for every 1 power point she spends.
Repletion (Su) An elan can sustain her body without need of food or water. If she spends 1 power point, an elan does not need to eat or drink for 24 hours.
Augmented Speed (Ex) Increases base Speed by 20ft. (or 10 ft., if the character wears medium or heavy armor). This has already been added to the above statistics.
Enhanced Defence (Ex) The Shade gains a +4 deflection bonus to AC. This has already been added to the above statistics.
Unnatural Resistance (Ex) The Shade gains a +4 luck bonus on all saving throws. This has already been added to the above statistics.
Keen Senses (Ex) The Shade gains a +4 racial bonus on Listen, Perception, and Spot checks. This has already been added to the above statistics.
Improved Stealth (Ex) The Shade gains a +8 racial bonus on Hide, and Move Silently checks. This has already been added to the above statistics.
Control Light (Sp) The Shade can decrease the levels of light within a 100 ft. Radius by a factor of 10% per level. For characters and creatures dependent on light to see, this decreases the effective range of vision for them by the same percentage. For each 25% decrease in light, anyone within the area gains a +1 circumstance bonus on hide checks.
Invisibility (Sp) The Shade can use this ability once per round as a sorcerer of his level.
Shadow Image (Sp) Three times per day, the Shade can use this spell-like ability (similar to the mirror image spell) as a sorcerer of his level. This creates 1d4 figments of the shade, +1 per three levels.
Precision (Ex) The Shade gains a +2 competence bonus on attacks and damage. This has already been added to the above statistics.
Fast Healing (Su) The Shade gains Fast Healing 2.
Strong Aura (Ex) The Shade gains Spell Resistance 11 + character level. This has already been added to the above statistics.
Shadow Stride (Sp) As often as once every 2 rounds, a Shade can vanish from his current location and reappear in any shadowy area within 300 feet. This is a move-equivalent action.
Maleghost Stamaster - CR 17
[+]Name Maleghost Stamaster
Male Human Cleric-12/Divine Disciple-5
LN Medium Native Outsider (lawful)
Init +2; Senses Darkvision; Listen +8, Spot +8
Languages Common, Sharran, Chondathan, Illuskan, Halruaan
Deity Azuth; Domains Knowledge, Magic, Spell
AC 21, touch 10, flat-footed 19
hp 68 HD 17d8-17)
Fort +14, Ref +9, Will +24; Sacred Defense
Spd 30 ft
Melee staff of passage +9/+4 (1d6-3)
Base Atk +12; Grp +9
Atk Options combat casting, expertise
Special Actions turn undead
Cleric Spells Prepared (CL 17, +2 vs SR, +1 vs divinination SR, DC 21 + spell level, +12 melee touch, +12 ranged touch)
ADD SPELLS
Abilities Str 4, Dex 8, Con 8, Int 18, Wis 27, Cha 16
SQ divine emessary, sacred defense, imbue spell-like ability, turn undead, trancendance, permanent see invisibility
Feats Combat Casting, Expertise, Improved Initiative, Lightning Reflexes, Spellcasting Prodigy, Spell Penetration, Weapon Focus (touch)
Skills Concentration +19, Diplomacy +21, Heal +26, Knowledge (arcana) +22, Knowledge (religion) +22, Spellcraft +24, Survival +26
Possessions staff of passage, +10 bracers of armor, +1 amulet of natural armor, +2 ring of protection, +3 cloak of resistance, +4 pearl of wisdom, +2 gloves of dexterity
Male Human Cleric-12/Divine Disciple-5
LN Medium Native Outsider (lawful)
Init +2; Senses Darkvision; Listen +8, Spot +8
Languages Common, Sharran, Chondathan, Illuskan, Halruaan
Deity Azuth; Domains Knowledge, Magic, Spell
AC 21, touch 10, flat-footed 19
hp 68 HD 17d8-17)
Fort +14, Ref +9, Will +24; Sacred Defense
Spd 30 ft
Melee staff of passage +9/+4 (1d6-3)
Base Atk +12; Grp +9
Atk Options combat casting, expertise
Special Actions turn undead
Cleric Spells Prepared (CL 17, +2 vs SR, +1 vs divinination SR, DC 21 + spell level, +12 melee touch, +12 ranged touch)
ADD SPELLS
Abilities Str 4, Dex 8, Con 8, Int 18, Wis 27, Cha 16
SQ divine emessary, sacred defense, imbue spell-like ability, turn undead, trancendance, permanent see invisibility
Feats Combat Casting, Expertise, Improved Initiative, Lightning Reflexes, Spellcasting Prodigy, Spell Penetration, Weapon Focus (touch)
Skills Concentration +19, Diplomacy +21, Heal +26, Knowledge (arcana) +22, Knowledge (religion) +22, Spellcraft +24, Survival +26
Possessions staff of passage, +10 bracers of armor, +1 amulet of natural armor, +2 ring of protection, +3 cloak of resistance, +4 pearl of wisdom, +2 gloves of dexterity
Epic Level Range (ECL 21+)
Cosmina Masella - CR 24
[+] Name Cosmina Masella
Female Elan Shade Soulknife-20
LE Medium Outsider Aberration (psionic)
Init +6; Senses Darkvision 60 ft; Listen +20, Spot +16
Languages Common, Ancient Chondothan, Netherese
Deity Mask
AC 38, touch 25, flat-footed 23; displacement 50%
hp 280 (HD 20d8+120); fast healing 2
SR 31, evasion
Fort +21, Ref +37, Will +22
Weakness Daylight causes loss of all shade template exceptional, supernatural, and spell-like abilities
Spd 60 ft; Up the Walls, Speed of Thought
Melee +2 Soulbreaker Mind Blade +27/+22/+17 (1d10+14/17-20)
Base Atk +15; Grp +23
Atk Options Psionic Strike +5d8, Psionic Weapon +4d6
Special Actions Bladewind, Gain Psionic Focus, Knife to the Soul, Multiple Throw
Combat Gear Rod of Absorbtion
Spell-Like Abilities (CL 20)
At will- Control Light
1/rnd- Invisibility
1/2 rnds- Shadow Stride
3/day- Shadow Image
1/day- Stoneskin, Shadow Travel
Abilities Str 26, Dex 22, Con 22, Int 14, Wis 12, Cha 12
SQ Mind Blade +5, Shape Mind Blade
Feats Focused Sunder, Greater Psionic Weapon, Greater Weapon Focus (mind blade), Heroic Surge, Improved Critical (mind blade), Psionic Weapon, Quick Draw, Speed of Thought, Stand Still, Up the Walls, Weapon Focus (mind blade), Wild Talent
Skills Autohypnosis +16, Climb +13, Concentration +21, Hide +39, Jump +13, Knowledge (Psionics) +7, Listen +20, Move Silently +39, Spot +16, Tumble +21
Possessions +2 headband of intellect, boots of resistance +5, chime of opening, scarlet and blue ioun stone, +6 gloves of dexterity, ring of evasion, major cloak of displacement, +6 belt of giant strength, +6 amulet of health, amulet of the planes, Daern's instant fortress, +5 ring of protection, 10x10 carpet of flying, orb of storms, rod of absorbtion, crystal ball, +5 full plate of Mask, 29,000 gp
Resistance (Su) Elans can use psionic energy to increase their resistance to various forms of attack. As an immediate action, an elan can spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of her next action.
Resilience (Su) When an elan takes damage, she can spend power points to reduce its severity. As an immediate action, she can reduce the damage she is about to take by 2 hit points for every 1 power point she spends.
Repletion (Su) An elan can sustain her body without need of food or water. If she spends 1 power point, an elan does not need to eat or drink for 24 hours.
Augmented Speed (Ex) Increases base Speed by 20ft. (or 10 ft., if the character wears medium or heavy armor). This has already been added to the above statistics.
Enhanced Defence (Ex) The Shade gains a +4 deflection bonus to AC. This has already been added to the above statistics.
Unnatural Resistance (Ex) The Shade gains a +4 luck bonus on all saving throws. This has already been added to the above statistics.
Keen Senses (Ex) The Shade gains a +4 racial bonus on Listen, Perception, and Spot checks. This has already been added to the above statistics.
Improved Stealth (Ex) The Shade gains a +8 racial bonus on Hide, and Move Silently checks. This has already been added to the above statistics.
Control Light (Sp) The Shade can decrease the levels of light within a 100 ft. Radius by a factor of 10% per level. For characters and creatures dependent on light to see, this decreases the effective range of vision for them by the same percentage. For each 25% decrease in light, anyone within the area gains a +1 circumstance bonus on hide checks.
Invisibility (Sp) The Shade can use this ability once per round as a sorcerer of his level.
Shadow Image (Sp) Three times per day, the Shade can use this spell-like ability (similar to the mirror image spell) as a sorcerer of his level. This creates 1d4 figments of the shade, +1 per three levels.
Precision (Ex) The Shade gains a +2 competence bonus on attacks and damage. This has already been added to the above statistics.
Fast Healing (Su) The Shade gains Fast Healing 2.
Strong Aura (Ex) The Shade gains Spell Resistance 11 + character level. This has already been added to the above statistics.
Shadow Stride (Sp) As often as once every 2 rounds, a Shade can vanish from his current location and reappear in any shadowy area within 300 feet. This is a move-equivalent action.
Shadow Travel (Sp): The Shade can use teleport without error to reach a shadowy locale on the same world or plane shift to access the Shadow World. A Shade can shadow Travel once per day.
Female Elan Shade Soulknife-20
LE Medium Outsider Aberration (psionic)
Init +6; Senses Darkvision 60 ft; Listen +20, Spot +16
Languages Common, Ancient Chondothan, Netherese
Deity Mask
AC 38, touch 25, flat-footed 23; displacement 50%
hp 280 (HD 20d8+120); fast healing 2
SR 31, evasion
Fort +21, Ref +37, Will +22
Weakness Daylight causes loss of all shade template exceptional, supernatural, and spell-like abilities
Spd 60 ft; Up the Walls, Speed of Thought
Melee +2 Soulbreaker Mind Blade +27/+22/+17 (1d10+14/17-20)
Base Atk +15; Grp +23
Atk Options Psionic Strike +5d8, Psionic Weapon +4d6
Special Actions Bladewind, Gain Psionic Focus, Knife to the Soul, Multiple Throw
Combat Gear Rod of Absorbtion
Spell-Like Abilities (CL 20)
At will- Control Light
1/rnd- Invisibility
1/2 rnds- Shadow Stride
3/day- Shadow Image
1/day- Stoneskin, Shadow Travel
Abilities Str 26, Dex 22, Con 22, Int 14, Wis 12, Cha 12
SQ Mind Blade +5, Shape Mind Blade
Feats Focused Sunder, Greater Psionic Weapon, Greater Weapon Focus (mind blade), Heroic Surge, Improved Critical (mind blade), Psionic Weapon, Quick Draw, Speed of Thought, Stand Still, Up the Walls, Weapon Focus (mind blade), Wild Talent
Skills Autohypnosis +16, Climb +13, Concentration +21, Hide +39, Jump +13, Knowledge (Psionics) +7, Listen +20, Move Silently +39, Spot +16, Tumble +21
Possessions +2 headband of intellect, boots of resistance +5, chime of opening, scarlet and blue ioun stone, +6 gloves of dexterity, ring of evasion, major cloak of displacement, +6 belt of giant strength, +6 amulet of health, amulet of the planes, Daern's instant fortress, +5 ring of protection, 10x10 carpet of flying, orb of storms, rod of absorbtion, crystal ball, +5 full plate of Mask, 29,000 gp
Resistance (Su) Elans can use psionic energy to increase their resistance to various forms of attack. As an immediate action, an elan can spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of her next action.
Resilience (Su) When an elan takes damage, she can spend power points to reduce its severity. As an immediate action, she can reduce the damage she is about to take by 2 hit points for every 1 power point she spends.
Repletion (Su) An elan can sustain her body without need of food or water. If she spends 1 power point, an elan does not need to eat or drink for 24 hours.
Augmented Speed (Ex) Increases base Speed by 20ft. (or 10 ft., if the character wears medium or heavy armor). This has already been added to the above statistics.
Enhanced Defence (Ex) The Shade gains a +4 deflection bonus to AC. This has already been added to the above statistics.
Unnatural Resistance (Ex) The Shade gains a +4 luck bonus on all saving throws. This has already been added to the above statistics.
Keen Senses (Ex) The Shade gains a +4 racial bonus on Listen, Perception, and Spot checks. This has already been added to the above statistics.
Improved Stealth (Ex) The Shade gains a +8 racial bonus on Hide, and Move Silently checks. This has already been added to the above statistics.
Control Light (Sp) The Shade can decrease the levels of light within a 100 ft. Radius by a factor of 10% per level. For characters and creatures dependent on light to see, this decreases the effective range of vision for them by the same percentage. For each 25% decrease in light, anyone within the area gains a +1 circumstance bonus on hide checks.
Invisibility (Sp) The Shade can use this ability once per round as a sorcerer of his level.
Shadow Image (Sp) Three times per day, the Shade can use this spell-like ability (similar to the mirror image spell) as a sorcerer of his level. This creates 1d4 figments of the shade, +1 per three levels.
Precision (Ex) The Shade gains a +2 competence bonus on attacks and damage. This has already been added to the above statistics.
Fast Healing (Su) The Shade gains Fast Healing 2.
Strong Aura (Ex) The Shade gains Spell Resistance 11 + character level. This has already been added to the above statistics.
Shadow Stride (Sp) As often as once every 2 rounds, a Shade can vanish from his current location and reappear in any shadowy area within 300 feet. This is a move-equivalent action.
Shadow Travel (Sp): The Shade can use teleport without error to reach a shadowy locale on the same world or plane shift to access the Shadow World. A Shade can shadow Travel once per day.
Shayde - CR 24
[+]Name Shayde
Male Human Shade Rogue-10/Fighter-10
LE Medium Outsider humanoid (human)
Init +12; Senses Darkvision 60 ft; Listen +20, Spot +16
Languages Common
Deity Mask
AC 35, touch 22, flat-footed 23; Improved Uncanny Dodge, Trap Sense, Dodge, Mobility
hp 152 (HD 10d6+40 plus 10d10+40)
SR 31; evasion
Fort +24, Ref +38, Will +17; Trap Sense
Weakness Daylight causes loss of all shade template exceptional, supernatural, and spell-like abilities
Spd 50 ft; Fly 30 ft; Spring Attack
Melee +3 shadow runeblade greatsword +30/+25/+20/+15 (2d6+17 plus 2d6 shadow/17-20)
Base Atk +17; Grp +25
Atk Options Blind-fight, Cleave, Combat Reflexes, Sneak Attack +5d6, Opportunist
Special Actions Shadow Dragon Breath
Combat Gear Bracers of Supreme Speed (2 standard actions), Ring of Blink
Spell-Like Abilities (CL 20)
At will- Control Light
1/rnd- Invisibility
1/2 rnds- Shadow Stride
3/day- Shadow Image, Shadow Dragon Breath
1/day- Stoneskin, Shadow Travel
Abilities Str 26, Dex 26, Con 18, Int 10, Wis 12, Cha 14
SQ evasion, uncanny dodge, hide in plain sight
Feats Blind-fight, Cleave, Combat Reflexes, Dodge, Improved Critical (greatsword), Improved Initiative, Iron Will, Greater Weapon Focus (greatsword), Luck of Heroes, Mobility, Quick Draw, Spring Attack, Weapon Focus (greatsword), Weapon Specialization (greatsword)
Skills Bluff +17, Gather Information +17, Hide +31, Intimidate +17, Listen +20, Move Silently +31, Search +6, Sense Motive +16, Sleight of Hand +23, Spot +16, Tumble +23
Possessions +3 shadow runeblade greatsword, +8 bracers of armor, +5 amulet of natural armor, +6 belt of giant strength, +6 gloves of dexterity, +5 cloak of resistance, ring of blink, scarab of protection, winged boots, bracers of supreme speed, 14,000 gp
Sneak Attack If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter.
Trapfinding Rogues can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
Trap Sense (Ex) At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps.
Uncanny Dodge (Ex) Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If a rogue already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.
Improved Uncanny Dodge (Ex) A rogue of 8th level or higher can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Opportunist (Ex) Once per round, the rogue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the rogue’s attack of opportunity for that round. Even a rogue with the Combat Reflexes feat can’t use the opportunist ability more than once per round.
Augmented Speed (Ex) Increases base Speed by 20ft. (or 10 ft., if the character wears medium or heavy armor). This has already been added to the above statistics.
Enhanced Defence (Ex) The Shade gains a +4 deflection bonus to AC. This has already been added to the above statistics.
Unnatural Resistance (Ex) The Shade gains a +4 luck bonus on all saving throws. This has already been added to the above statistics.
Keen Senses (Ex) The Shade gains a +4 racial bonus on Listen, Perception, and Spot checks. This has already been added to the above statistics.
Improved Stealth (Ex) The Shade gains a +8 racial bonus on Hide, and Move Silently checks. This has already been added to the above statistics.
Control Light (Sp) The Shade can decrease the levels of light within a 100 ft. Radius by a factor of 10% per level. For characters and creatures dependent on light to see, this decreases the effective range of vision for them by the same percentage. For each 25% decrease in light, anyone within the area gains a +1 circumstance bonus on hide checks.
Invisibility (Sp) The Shade can use this ability once per round as a sorcerer of his level.
Shadow Image (Sp) Three times per day, the Shade can use this spell-like ability (similar to the mirror image spell) as a sorcerer of his level. This creates 1d4 figments of the shade, +1 per three levels.
Precision (Ex) The Shade gains a +2 competence bonus on attacks and damage. This has already been added to the above statistics.
Fast Healing (Su) The Shade gains Fast Healing 2.
Strong Aura (Ex) The Shade gains Spell Resistance 11 + character level. This has already been added to the above statistics.
Shadow Stride (Sp) As often as once every 2 rounds, a Shade can vanish from his current location and reappear in any shadowy area within 300 feet. This is a move-equivalent action.
Shadow Travel (Sp): The Shade can use teleport without error to reach a shadowy locale on the same world or plane shift to access the Shadow World. A Shade can shadow Travel once per day.
Male Human Shade Rogue-10/Fighter-10
LE Medium Outsider humanoid (human)
Init +12; Senses Darkvision 60 ft; Listen +20, Spot +16
Languages Common
Deity Mask
AC 35, touch 22, flat-footed 23; Improved Uncanny Dodge, Trap Sense, Dodge, Mobility
hp 152 (HD 10d6+40 plus 10d10+40)
SR 31; evasion
Fort +24, Ref +38, Will +17; Trap Sense
Weakness Daylight causes loss of all shade template exceptional, supernatural, and spell-like abilities
Spd 50 ft; Fly 30 ft; Spring Attack
Melee +3 shadow runeblade greatsword +30/+25/+20/+15 (2d6+17 plus 2d6 shadow/17-20)
Base Atk +17; Grp +25
Atk Options Blind-fight, Cleave, Combat Reflexes, Sneak Attack +5d6, Opportunist
Special Actions Shadow Dragon Breath
Combat Gear Bracers of Supreme Speed (2 standard actions), Ring of Blink
Spell-Like Abilities (CL 20)
At will- Control Light
1/rnd- Invisibility
1/2 rnds- Shadow Stride
3/day- Shadow Image, Shadow Dragon Breath
1/day- Stoneskin, Shadow Travel
Abilities Str 26, Dex 26, Con 18, Int 10, Wis 12, Cha 14
SQ evasion, uncanny dodge, hide in plain sight
Feats Blind-fight, Cleave, Combat Reflexes, Dodge, Improved Critical (greatsword), Improved Initiative, Iron Will, Greater Weapon Focus (greatsword), Luck of Heroes, Mobility, Quick Draw, Spring Attack, Weapon Focus (greatsword), Weapon Specialization (greatsword)
Skills Bluff +17, Gather Information +17, Hide +31, Intimidate +17, Listen +20, Move Silently +31, Search +6, Sense Motive +16, Sleight of Hand +23, Spot +16, Tumble +23
Possessions +3 shadow runeblade greatsword, +8 bracers of armor, +5 amulet of natural armor, +6 belt of giant strength, +6 gloves of dexterity, +5 cloak of resistance, ring of blink, scarab of protection, winged boots, bracers of supreme speed, 14,000 gp
Sneak Attack If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter.
Trapfinding Rogues can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
Trap Sense (Ex) At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps.
Uncanny Dodge (Ex) Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If a rogue already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.
Improved Uncanny Dodge (Ex) A rogue of 8th level or higher can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Opportunist (Ex) Once per round, the rogue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the rogue’s attack of opportunity for that round. Even a rogue with the Combat Reflexes feat can’t use the opportunist ability more than once per round.
Augmented Speed (Ex) Increases base Speed by 20ft. (or 10 ft., if the character wears medium or heavy armor). This has already been added to the above statistics.
Enhanced Defence (Ex) The Shade gains a +4 deflection bonus to AC. This has already been added to the above statistics.
Unnatural Resistance (Ex) The Shade gains a +4 luck bonus on all saving throws. This has already been added to the above statistics.
Keen Senses (Ex) The Shade gains a +4 racial bonus on Listen, Perception, and Spot checks. This has already been added to the above statistics.
Improved Stealth (Ex) The Shade gains a +8 racial bonus on Hide, and Move Silently checks. This has already been added to the above statistics.
Control Light (Sp) The Shade can decrease the levels of light within a 100 ft. Radius by a factor of 10% per level. For characters and creatures dependent on light to see, this decreases the effective range of vision for them by the same percentage. For each 25% decrease in light, anyone within the area gains a +1 circumstance bonus on hide checks.
Invisibility (Sp) The Shade can use this ability once per round as a sorcerer of his level.
Shadow Image (Sp) Three times per day, the Shade can use this spell-like ability (similar to the mirror image spell) as a sorcerer of his level. This creates 1d4 figments of the shade, +1 per three levels.
Precision (Ex) The Shade gains a +2 competence bonus on attacks and damage. This has already been added to the above statistics.
Fast Healing (Su) The Shade gains Fast Healing 2.
Strong Aura (Ex) The Shade gains Spell Resistance 11 + character level. This has already been added to the above statistics.
Shadow Stride (Sp) As often as once every 2 rounds, a Shade can vanish from his current location and reappear in any shadowy area within 300 feet. This is a move-equivalent action.
Shadow Travel (Sp): The Shade can use teleport without error to reach a shadowy locale on the same world or plane shift to access the Shadow World. A Shade can shadow Travel once per day.
Kyoshiro - CR 30
[+]Name Kyoshiro
Male Human (Chosen of Mystra) Ranger-1/Fighter-19
CG Size Medium-size humanoid (human)
Init +8; Listen +2, Spot +5
Languages Common
Deity Mystra
AC 41, touch 23, flat-footed 22; dodge, mobility
hp 430 (HD 20d10+240)
Immune aging, disease, poison and disintegration as well as completely unaffected by attacks that duplicate these effects: magic missle, blinding/deafening, fireball, phantasmal killer, dominate person, finger of death, trap the soul, and time stop
Fort +30, Ref +20, Will +13
Spd 30 ft; spring attack
Melee +5 Vorpal Scimitar +35/+30/+25/+20 (1d6+19/15-20, natural 20 sever head) and +3 Holy Defending Scimitar +35/+30/+20 (1d6+16 plus 2d6 holy against evil/15-20)
Base Atk +20; Grp +28
Atk Options Blind-fight, Combat Expertise, Combat Reflexes, Spring Attack
Special Actions Silver Fire
Spell-Like Abilities (CL 20)
1/day- true strike, spider climb, dispel magic, enerversion, harm (DC 18), teleport without error, true seeing, resurrection, prismatic spray (DC 17), shape change
Abilities Str 30, Dex 24, Con 34, Int 10, Wis 14, Cha 16
SQ Enhanced Constitution, Detect Magic
Feats Blind-fight, Combat Expertise, Combat Reflexes, Dodge, Mobility, Greater Two-weapon Fighting, Greater Weapon Focus (scimitar), Greater Weapon Specilization (scimitar), Improved Critical (odachi), Improved Critical (scimitar), Improved Initative, Improved Two-weapon Fighting, Quick Draw, Spring Attack, Two-weapon Fighting, Weapon Focus (scimitar), Weapon Focus(odachi), Weapon Specialization (odachi), Weapon Specialization (scimitar)
Skills Climb +10, Heal +11, Intimidate +26, Knowledge(Nature) +5, Ride +11, Search +5, Spot +5, Spellcraft +10, Survival +7, Tumble +5
Possessions Boots of speed, amulet of natural armor +5, Glamored Elven Chain +5, ring of mind shielding, belt of giant strength +6, gloves of dexterity +6, ring of regeneration, goggles of darkvision, cloak of resistance +5, ring of protection +5, +5 vorpal scimitar, +3 Holy defending scimitar
Detect Magic (Su) Line of sight
Enhanced Constitution The Chosen of Mystra template adds +10 to Kyoshiro's Constitution
Silver Fire (Su)
Male Human (Chosen of Mystra) Ranger-1/Fighter-19
CG Size Medium-size humanoid (human)
Init +8; Listen +2, Spot +5
Languages Common
Deity Mystra
AC 41, touch 23, flat-footed 22; dodge, mobility
hp 430 (HD 20d10+240)
Immune aging, disease, poison and disintegration as well as completely unaffected by attacks that duplicate these effects: magic missle, blinding/deafening, fireball, phantasmal killer, dominate person, finger of death, trap the soul, and time stop
Fort +30, Ref +20, Will +13
Spd 30 ft; spring attack
Melee +5 Vorpal Scimitar +35/+30/+25/+20 (1d6+19/15-20, natural 20 sever head) and +3 Holy Defending Scimitar +35/+30/+20 (1d6+16 plus 2d6 holy against evil/15-20)
Base Atk +20; Grp +28
Atk Options Blind-fight, Combat Expertise, Combat Reflexes, Spring Attack
Special Actions Silver Fire
Spell-Like Abilities (CL 20)
1/day- true strike, spider climb, dispel magic, enerversion, harm (DC 18), teleport without error, true seeing, resurrection, prismatic spray (DC 17), shape change
Abilities Str 30, Dex 24, Con 34, Int 10, Wis 14, Cha 16
SQ Enhanced Constitution, Detect Magic
Feats Blind-fight, Combat Expertise, Combat Reflexes, Dodge, Mobility, Greater Two-weapon Fighting, Greater Weapon Focus (scimitar), Greater Weapon Specilization (scimitar), Improved Critical (odachi), Improved Critical (scimitar), Improved Initative, Improved Two-weapon Fighting, Quick Draw, Spring Attack, Two-weapon Fighting, Weapon Focus (scimitar), Weapon Focus(odachi), Weapon Specialization (odachi), Weapon Specialization (scimitar)
Skills Climb +10, Heal +11, Intimidate +26, Knowledge(Nature) +5, Ride +11, Search +5, Spot +5, Spellcraft +10, Survival +7, Tumble +5
Possessions Boots of speed, amulet of natural armor +5, Glamored Elven Chain +5, ring of mind shielding, belt of giant strength +6, gloves of dexterity +6, ring of regeneration, goggles of darkvision, cloak of resistance +5, ring of protection +5, +5 vorpal scimitar, +3 Holy defending scimitar
Detect Magic (Su) Line of sight
Enhanced Constitution The Chosen of Mystra template adds +10 to Kyoshiro's Constitution
Silver Fire (Su)
Formatting Standards
[+] This is based on the new d20 stat block from the DMG II and Dungeon magazine. Sections in {Curly brackets} should be dropped if not needed. Check out this page
for more help.
Name - CR XX
Name XXname?
Gender race class XXlevel
AL Size creaturetype {(subtype)}
Init +XX; {Senses special senses;} Listen +XX, Spot +XX
{Aura aura (range, DC XX)}
Languages languages (; telepathy XX ft}
Deity diety {; Domains domain, domain}
AC XX, touch XX, flat-footed XX {; additional defenses}
hp XX (HD XX+XX){; fast healing XX}{; DR XX/XX}
{Immune immunities}
{Resist resistances; SR XX; evasion}
Fort +XX, Ref +XX, Will +XX {; save modifiers}
{Weakness XX}
Spd XX ft
Melee weapon +XX (damage{/crit}) or weapon +XX (damage{/crit})
Ranged weapon +XX (damage{/crit}) or weapon +XX (damage{/crit})
{Space XX ft; Reach XX ft}
Base Atk +XX; Grp +XX
{Atk Options options; atk options feats}
{Special Actions special actions; special action feats}
{Combat Gear action based items not noted above, such as wands, potions, poison, and wonderous items}
{
Class Spells Prepared (CL XX, DC XX + spell level, +XX melee touch, +XX ranged touch)
2nd- Spell1, Spell2 (S) if specialization spell
1st- Spell1, Spell2 (D) if domain spell
0th- Spell1, Spell2
Class Spells Known (CL XX, DC XX + spell level, +XX melee touch, +XX ranged touch)
1st (x/day)- Spell1, Spell2
0th (x/day)- Spell1, Spell2
Class Powers Known (ML XX, DC XX + power level, XX pp, +XX melee touch, +XX ranged touch)
2nd- Power1, Power2
1st- Power1, Power2 (D) if discipline power
}
{Spell-Like Abilities (CL XX}
{XXrate-spell1(DC XX), spell2(DC XX)
XXrate-spell3(DC XX), spell4(DC XX)
}
Abilities Str XX, Dex XX, Con XX, Int XX, Wis XX, Cha XX
{SQ special qualities}
Feats All Feats
Skills Skill +XX, Skill +XX, Skill +XX, Skill +XX, Skill +XX
Possessions magic item, mundane item, masterwork item, XX gp
{Spellbook All spells prepared plus
1st- Spell1, Spell2, Spell3 }
{Ability (Type) description}
{Ability (Type) description}
Gender race class XXlevel
AL Size creaturetype {(subtype)}
Init +XX; {Senses special senses;} Listen +XX, Spot +XX
{Aura aura (range, DC XX)}
Languages languages (; telepathy XX ft}
Deity diety {; Domains domain, domain}
AC XX, touch XX, flat-footed XX {; additional defenses}
hp XX (HD XX+XX){; fast healing XX}{; DR XX/XX}
{Immune immunities}
{Resist resistances; SR XX; evasion}
Fort +XX, Ref +XX, Will +XX {; save modifiers}
{Weakness XX}
Spd XX ft
Melee weapon +XX (damage{/crit}) or weapon +XX (damage{/crit})
Ranged weapon +XX (damage{/crit}) or weapon +XX (damage{/crit})
{Space XX ft; Reach XX ft}
Base Atk +XX; Grp +XX
{Atk Options options; atk options feats}
{Special Actions special actions; special action feats}
{Combat Gear action based items not noted above, such as wands, potions, poison, and wonderous items}
{
Class Spells Prepared (CL XX, DC XX + spell level, +XX melee touch, +XX ranged touch)
2nd- Spell1, Spell2 (S) if specialization spell
1st- Spell1, Spell2 (D) if domain spell
0th- Spell1, Spell2
Class Spells Known (CL XX, DC XX + spell level, +XX melee touch, +XX ranged touch)
1st (x/day)- Spell1, Spell2
0th (x/day)- Spell1, Spell2
Class Powers Known (ML XX, DC XX + power level, XX pp, +XX melee touch, +XX ranged touch)
2nd- Power1, Power2
1st- Power1, Power2 (D) if discipline power
}
{Spell-Like Abilities (CL XX}
{XXrate-spell1(DC XX), spell2(DC XX)
XXrate-spell3(DC XX), spell4(DC XX)
}
Abilities Str XX, Dex XX, Con XX, Int XX, Wis XX, Cha XX
{SQ special qualities}
Feats All Feats
Skills Skill +XX, Skill +XX, Skill +XX, Skill +XX, Skill +XX
Possessions magic item, mundane item, masterwork item, XX gp
{Spellbook All spells prepared plus
1st- Spell1, Spell2, Spell3 }
{Ability (Type) description}
{Ability (Type) description}
Verification
In an attempt to make these stat blocks balanced for future use, we're verifying each of them:
Verified Characters:
- Change to 3.5 ruleset if not already
- Verify that all prerequisites (PRC, feat, etc.) are met
- Set starting stats to the basic array (15,14,13,12,10,8)
- Set HP to 1/2 HD +1 (except the first level, which is max HD)
- Set total wealth (wealth by level table) and re-purchase equipment
- Add Ref section for reference materials used for character
Verified Characters:
- A'mael Half-elven - CR 3
- Gehazzi - CR 6
- Dante Sadow - CR 14
Star Wars
Heroic (CL 1-10)
Calo Kinkaid - CL 3
[+]Name Calo Kinkaid
Medium Male Human Jedi-1/Scout-2
Force 6
Init +3; Senses Perception +2
Languages Basic
Defenses Ref 17 (flat-footed 15), Fort 16, Will 14
hp 38; Threshold 16
Speed 6 squares
Ranged heavy blaster rifle +4 (3d10)
Base Atk +2; Grp +5
Force Powers Known (Use the Force +6): Farseeing, Rebuke
Abilities Str 13, Dex 15, Con 14, Int 8, Wis 12, Cha 10
Talents Acute Senses, Equilibrium
Feats Force Sensitive, Force Training, Point-blank Shot, Shake it Off, Weapon Proficiency (pistols, rifles, lightsabre, simple)
Skills Pilot +8, Use the Force +6
Possessions heavy blaster rifle
Medium Male Human Jedi-1/Scout-2
Force 6
Init +3; Senses Perception +2
Languages Basic
Defenses Ref 17 (flat-footed 15), Fort 16, Will 14
hp 38; Threshold 16
Speed 6 squares
Ranged heavy blaster rifle +4 (3d10)
Base Atk +2; Grp +5
Force Powers Known (Use the Force +6): Farseeing, Rebuke
Abilities Str 13, Dex 15, Con 14, Int 8, Wis 12, Cha 10
Talents Acute Senses, Equilibrium
Feats Force Sensitive, Force Training, Point-blank Shot, Shake it Off, Weapon Proficiency (pistols, rifles, lightsabre, simple)
Skills Pilot +8, Use the Force +6
Possessions heavy blaster rifle
Sala Migen - CL 4
[+]Name Sala Migen
Medium Female Human Soldier-4
Destiny (discovery) 1; Force 7
Init +9; Senses Perception +4
Languages Basic
Defenses Ref 19 (flat-footed 17), Fort 17, Will 16
hp 48; Threshold 17
Speed 6 squares
Melee combat gloves +7 (1d8+4)
Melee telescoping staff +7 (1d6+3)
Ranged blaster carbine +6 (3d8)
Base Atk +4; Grp +7
Force Powers Known (Use the Force +7): Battle Strike, Force Grip, Force Slam
Abilities Str 16, Dex 14, Con 12, Int 8, Wis 14, Cha 10
Talents Devastating Attack, Melee Smash
Feats Armor Proficiency (light, medium), Force Sensitive, Force Training, Martial Arts I, Martial Arts II, Weapon Proficiency (pistols, rifles, simple)
Skills Initiative +9, Pilot +9, Use the Force +7
Possessions blaster carbine, combat gloves, telescoping staff
Medium Female Human Soldier-4
Destiny (discovery) 1; Force 7
Init +9; Senses Perception +4
Languages Basic
Defenses Ref 19 (flat-footed 17), Fort 17, Will 16
hp 48; Threshold 17
Speed 6 squares
Melee combat gloves +7 (1d8+4)
Melee telescoping staff +7 (1d6+3)
Ranged blaster carbine +6 (3d8)
Base Atk +4; Grp +7
Force Powers Known (Use the Force +7): Battle Strike, Force Grip, Force Slam
Abilities Str 16, Dex 14, Con 12, Int 8, Wis 14, Cha 10
Talents Devastating Attack, Melee Smash
Feats Armor Proficiency (light, medium), Force Sensitive, Force Training, Martial Arts I, Martial Arts II, Weapon Proficiency (pistols, rifles, simple)
Skills Initiative +9, Pilot +9, Use the Force +7
Possessions blaster carbine, combat gloves, telescoping staff
Paragon (CL 11-20)
Formatting Standards
[+]name - CL XX
Name name?
size gender species class XX
{Destiny (destiny) XX;} {Force XX} {:Strong in the Force} {,Dark Side XX}
Init +XX; Senses {senses,} Perception +XX
Languages language
Defenses Ref XX (flat-footed XX), Fort XX, Will XX
hp XX; Threshold XX
{Immune immunities}
Speed XX squares
Melee weapon +XX (damage)
Ranged weapon +XX (damage)
Base Atk +XX; Grp +XX
{Atk Options options}
{Special Actions actions}
{Force Powers Known (Use the Force +XX): force powers}
{Force Techniques techniques}
Abilities Str XX, Dex XX, Con XX, Int XX, Wis XX, Cha XX
{SQ special qualities}
Talents talents
Feats feats
Skills Skill XX, Skill XX
Possessions all possessions, XX credits
size gender species class XX
{Destiny (destiny) XX;} {Force XX} {:Strong in the Force} {,Dark Side XX}
Init +XX; Senses {senses,} Perception +XX
Languages language
Defenses Ref XX (flat-footed XX), Fort XX, Will XX
hp XX; Threshold XX
{Immune immunities}
Speed XX squares
Melee weapon +XX (damage)
Ranged weapon +XX (damage)
Base Atk +XX; Grp +XX
{Atk Options options}
{Special Actions actions}
{Force Powers Known (Use the Force +XX): force powers}
{Force Techniques techniques}
Abilities Str XX, Dex XX, Con XX, Int XX, Wis XX, Cha XX
{SQ special qualities}
Talents talents
Feats feats
Skills Skill XX, Skill XX
Possessions all possessions, XX credits
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