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Post by dmurphyca on Aug 2, 2022 15:58:03 GMT -8
KregreektMale goblin gunslinger 1/swashbuckler 3 (Pathfinder RPG Advanced Class Guide 56, Pathfinder RPG Bestiary 156, Pathfinder RPG Ultimate Combat 9) N Small humanoid (goblinoid) Init +6; Senses darkvision 60 ft.; Perception +4 -------------------- Defense-------------------- AC 19, touch 15, flat-footed 15 (+3 armor, +3 Dex, +1 dodge, +1 shield, +1 size) hp 28 (4d10+3) Fort +3, Ref +9, Will +1 Defensive Abilities charmed life 3/day, nimble +1 -------------------- Offense-------------------- Speed 30 ft. (20 ft. in armor) Melee (M) +1 short sword +8 (1d6+1/19-20+3 Precision) Special Attacks deeds (deadeye, gunslinger's dodge, quick clear), deeds (derring-do, kip-up, menacing swordplay, opportune parry and riposte, precise strike, swashbuckler initiative), grit (4), panache (4) -------------------- Statistics-------------------- Str 10, Dex 18, Con 10, Int 10, Wis 10, Cha 16 Base Atk +4; CMB +3; CMD 18 Feats Gunsmithing[UC], Quick Draw, Weapon Focus (cutlass) Traits bruising intellect, dirty fighter Skills Acrobatics +6 (+2 to jump), Bluff +9, Diplomacy +9, Handle Animal +7, Linguistics +2, Perception +4, Profession (sailor) +4, Ride +5, Sleight of Hand +5, Stealth +14; Racial Modifiers +4 Ride, +4 Stealth Languages Common, Goblin, Halfling SQ gunsmith, swashbuckler finesse Other Gear studded leather, buckler, +1 short sword, backpack, bedroll, belt pouch, trail rations (5), waterskin, 729 gp, 6 sp, 1 cp -------------------- Special Abilities-------------------- Charmed Life +3 (3/day) (Ex) Choose to add Charisma bonus to save before roll is made. Darkvision (60 feet) You can see in the dark (black and white only). Deeds Deeds Use Grit to perform special abilities with your firearms. Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow. Gunsmith Gain free starting firearm that only you can use properly. Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo. Nimble +1 (Ex) +1 dodge bonus to AC. Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow. Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks. Swashbuckler Finesse Use Dex for att with light/1-hand pierce wep. Use Cha instead of Int for combat feat pre-reqs. Associate Red-sash Cowboys Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at www.wolflair.comPathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
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Post by dmurphyca on Aug 2, 2022 17:21:57 GMT -8
DimicMale dhampir (ajibachana) necromancer 5 N Medium Humanoid (dhampir) Init +3; Senses darkvision 60 ft., low-light vision; Perception +4 Languages Common, Daemonic, Draconic, Dwarven, Elven, English (1881, American Southwest), Terran ------------------------------------ AC 16 (+2 Dex, +4 mage armor), touch 12, flat-footed 14 hp 30 (5d6+10); negative energy affinity Fort +3 (+5 vs. disease), Ref +4, Will +6 (+8 vs. mind-affecting effects) Weaknesses -1 penalty to caster level in areas affected by consecrate, hallow, or similar spells that make an area holy ------------------------------------ Speed 30 ft. Melee staff +1 (1d6-1) or -3/-7 (1d6-1) Ranged mwk light crossbow +5 (1d8/19-20, range 80) Base Atk +2; CMB +1, CMD 13 Atk Options none Special Actions dimension door (swift action, 60 feet) 1/day, turn undead (DC 12) 8/day Combat Gear arcane scrolls of enlarge person {4}, obscuring mist {2}, protection from evil {2}, shield {4}, command undead, invisibility, resist energy, see invisibility; __staff of size alteration {10}; __wands of magic weapon {19}, infernal healing {44}, bull's strength {18}, blur {6}, lightning bolt {50} Wizard Spells Prepared (CL 5th, concentration +11, bonded object 1/day) __3rd (3/day)18 ~ blindness/deafness (DC 18), swarm of fangs {2/2} __2nd (4/day)17 ~ blindness/deafness (DC 18), create pit, flaming sphere {2/2} __1st (6/day)16 ~ repair undead, charm person, grease, mage armor, magic missile, __________________ __Cantrips (at will)15 ~ acid splash, arcane mark, detect magic, disrupt undead __Opposition Schools illusion, transmutation Spell-Like Abilities (CL 5th, concentration +6) __ bolster 8/day, comprehend languages 3/day ------------------------------------ Abilities Str 8, Dex 14, Con 13, Int 21, Wis 8, Cha 10 SQ arcane bond (light crossbow), arcane school (undead), power over undead, resist level drain, associate (Red-Sash Cowboys) Feats Scribe Scroll, Turn Undead, Spell Focus (necromancy), Iron Will, Craft Wand, Craft Wondrous Item Traits Arcane Temper, Denial of Fate Skills Acrobatics 1/+3, Craft (alchemy) 1/+9, Escape Artist 1/+5, Fly 4/+9, Knowledge (all) 1/+9, Linguistics 1/+9, Perception 5/+4, Sense Motive 1/+0, Spellcraft 5/+13, Use Magic Device 5/+7; Racial Modifiers +2 Escape Artist, +2 Use Magic Device Encumbrance (26/53/80 ~ 26, light) combat gear (5 lb) plus robe of bones (1 lb), cloak of resistance +1 (1 lb), greater talisman of beneficial winds (1 lb), spell component pouch (2 lb), masterwork light crossbow (4 lb), 10 bolts (1 lb), belt pouch (.5 lb), 3 pearls of power (1st), create pit focus (10 gp) and 186.75 gp __Backpack (2 lb) containing spellbook (3 lb), waterskin (4 lb), trail rations (1 lb), inkpen and ink (-)
__Spellbook, First (62/100) Cantrips 16 acid splash, arcane mark, bleed, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, light, message, prestidigitation, ray of frost, read magic, resistance, spark, touch of fatigue 1st 16 cause fear, charm person, detect secret doors, enlarge person, grease, identify, infernal healing, keep watch, mage armor, magic missile, obscuring mist, protection from evil, repair undead, shield, sleep, summon monster I 2nd 18 blindness/deafness, command undead, create pit, flaming sphere, glitterdust, invisibility, mirror image, resist energy, see invisibility 3rd 12 aqueous orb, dispel magic, stinking cloud, swarm of fangs
Arcane Bond (Ex or Sp) Once per day, you can spontaneously cast any spell you know. Casting a spell without your bonded object in hand requires a (DC 20 + spell's level) concentration check.
Arcane School A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. In addition, a specialist takes a -4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite.
Arcane Temper (magic) You gain a +1 trait bonus on concentration and initiative checks.
Bolster (Sp) As a standard action, you can touch an undead creature and infuse it with negative energy. It gains a +1 (+1 for every 5 wizard levels you possess) profane bonus on all attack rolls and saving throws, and a +2 bonus to its turn resistance, for a number of rounds equal to 1/2 your wizard level, as well as 1 temporary hit point per Hit Die. The bonuses and temporary hit points are immediately dispelled if the creature is within the area of a consecrate spell. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Denial of Fate (religion) Once per day while you are below 0 hit points, at the start of your turn you can choose to stabilize without needing to succeed at a Constitution check.
Negative Energy Affinity (Ex) The creature is alive, but is treated as undead for all effects that affect undead differently than living creatures, such as cure spells and channeled energy.
Power over Undead (Su) You receive Command Undead or Turn Undead as a bonus feat. You can channel energy a number of times per day equal to 3 + your Intelligence modifier, but only to use the selected feat.
Resist Level Drain (Ex) A dhampir takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels than he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw.
Turn Undead You can, as a standard action, channel positive energy to cause all undead within 30 feet of you to flee, as if panicked (Will negates, DC 10 + 1/2 your wizard level + your Charisma modifier), for 1 minute. Intelligent undead receive a new saving throw each round to end the effect.
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Light Warhorse Zombie NE Large Undead Init +1; Senses darkvision 60 ft.; Perception +0 ------------------------------------ AC 13 (-1 size, +1 Dex, +3 natural), touch 10, flat-footed 12 hp 22 (4d8+4); DR 5/slashing Fort +1 (immune unless also affects objects), Ref +2, Will +4 (immune to mind-affecting effects) ------------------------------------ Speed 50 ft. Melee slam +6 (1d8+6) Space 10 ft.; Reach 5 ft. Base Atk +3; CMB +8, CMD 19 (23 vs. trip) ------------------------------------ Abilities Str 18, Dex 12, Con -, Int -, Wis 10, Cha 10 SQ staggered Feats Toughness Skills none Encumbrance (300/600/900 ~ 33, light) riding saddle (25 lb), saddlebags (8 lb)
Staggered (Ex) Zombies have poor reflexes and can only perform a single move action or standard action each round. A zombie can move up to its speed and attack in the same round as a charge action.
Ogre Zombie, Plague NE Large Undead Init -2; Senses darkvision 60 ft.; Perception +0 ------------------------------------ AC 14 (-2 Dex, +4 armor, +3 natural, -1 size), touch 7, flat-footed 14 hp 33 (6d8+6); DR 5/slashing Fort +2 (immune unless also affects objects), Ref +0, Will +5 (immune to mind-affecting effects) ------------------------------------ Speed 30 ft. (40 ft. base) Melee greatclub +9 (2d8+9) or slam (1d8+9 plus disease) Ranged javelin +1 (1d8+6, range 30) Space 10 ft.; Reach 10 ft. Base Atk +4; CMB +11, CMD 19 ------------------------------------ Abilities Str 23, Dex 6, Con -, Int -, Wis 10, Cha 10 SQ death burst (DC 13), staggered Feats Toughness Skills (-3 ACP) none Encumbrance (400/800/1,200 ~ 74, medium) hide armor, greatclub, 4 javelins
Death Burst (Ex) When a plague zombie dies, it explodes in a burst of decay. All creatures adjacent to the plague zombie are exposed to its plague as if struck by a slam attack and must make a Fortitude save or contract zombie rot.
Disease (Su) The slam attack (as well as any other natural attacks) of a plague zombie carries the zombie rot disease. __Zombie Rot save Fort DC 10 + 1/2 the zombie's HD + Cha modifier; onset 1d4 days; frequency 1/day; effect 1d2 Con, this damage cannot be healed while the creature is infected; cure 2 consecutive saves. Anyone who dies while infected rises as a plague zombie in 2d6 hours.
Staggered (Ex) Zombies have poor reflexes and can only perform a single move action or standard action each round. A zombie can move up to its speed and attack in the same round as a charge action.
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Post by dmurphyca on Aug 3, 2022 11:41:31 GMT -8
Akkun the MaskMale hobgoblin barbarian 5 (Pathfinder RPG Bestiary 175) CN Medium humanoid (goblinoid) Init +5; Senses darkvision 60 ft.; Perception +3 -------------------- Defense-------------------- AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex) hp 56 (5d12+20) Fort +7, Ref +5, Will +0 Defensive Abilities improved uncanny dodge, trap sense +1 -------------------- Offense-------------------- Speed 40 ft. Melee earth breaker +9 (2d6+6/×3) or . . guisarme +9 (2d4+6/×3) Ranged colt 1851 navy revolver +4 (1d8/×4) or . . composite longbow +8 (1d8/×3) Space 5 ft.; Reach 5 ft. (10 ft. with guisarme) Special Attacks rage (15 rounds/day), rage powers (furious draw, guarded life[APG]) -------------------- Statistics-------------------- Str 18, Dex 16, Con 17, Int 8, Wis 9, Cha 7 Base Atk +5; CMB +9; CMD 22 Feats Cleave, Great Cleave, Power Attack Traits armor expert, twitchy Skills Acrobatics +10 (+14 to jump), Climb +8, Handle Animal +2, Knowledge (nature) +3, Perception +3, Ride +7, Stealth +15, Swim +8; Racial Modifiers +4 Stealth Languages Common, Goblin SQ fast movement Combat Gear potion of cat's grace (2), potion of cure light wounds (5), potion of cure moderate wounds; Other Gear +2 leather armor, arrows (20), bullet[UC] (18), colt 1851 navy revolver[UC], composite longbow, earth breaker[UE], guisarme, ring of feather falling, backpack, belt pouch, blanket[APG], brown jeans from old west (1 lb), hemp rope (50 ft.), leather holster (0.5 lb), trail rations (5), waterskin, 3354 gp, 68 sp, 1 cp -------------------- Special Abilities-------------------- Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC. Darkvision (60 feet) You can see in the dark (black and white only). Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded. Furious Draw (Ex) Gain quick draw. Guarded Life (5 hp) (Ex) If reduced below 0 hp, convert some damage to non-lethal and auto-stabilize. Improved Uncanny Dodge (Lv >= 9) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 9+. Power Attack -2/+4 You can subtract from your attack roll to add to your damage. Rage (15 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged. Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps. Associate Red-sash Cowboys Dimension Door (SU) - 1/day Cast Dimension Door up to 60" away as a swift action -------------------- Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at www.wolflair.comPathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
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Post by dmurphyca on Aug 7, 2022 18:10:50 GMT -8
IxcechDragonbreath kobold fighter 5 (Pathfinder Campaign Setting: Classic Monsters Revisited) N Medium humanoid (reptilian) Init +8; Senses darkvision 60 ft.; Perception +7 -------------------- Defense-------------------- AC 27, touch 13, flat-footed 25 (+12 armor, +1 deflection, +2 Dex, +2 natural) hp 40 (5d10+10) Fort +5, Ref +3, Will +1 (+1 vs. fear) Weaknesses light sensitivity -------------------- Offense-------------------- Speed 30 ft. (20 ft. in armor) Melee (M) +1 ghost touch mithral bastard sword +8 (2d8+7/19-20) Special Attacks weapon training (heavy blades +1) -------------------- Statistics-------------------- Str 14, Dex 14, Con 12, Int 12, Wis 10, Cha 7 Base Atk +5; CMB +7; CMD 20 Feats Advanced Armor Training, Armor Focus, Improved Initiative, Weapon Focus (bastard sword), Weapon Specialization (bastard sword), Weapon Versatility Traits bellis axe master, reactionary Skills Acrobatics -2 (-6 to jump), Climb +4, Handle Animal +6, Knowledge (dungeoneering) +5, Perception +7, Swim +2; Racial Modifiers +2 Perception Languages Common, Draconic SQ armor training 1 Combat Gear potion of cure light wounds (4); Other Gear +1 full plate, +1 ghost touch mithral bastard sword, amulet of natural armor +1, ring of protection +1, backpack, bedroll, belt pouch, hemp rope (50 ft.), sunglasses (worth 5 gp) -4 perception if worn in darkness, trail rations (5), waterskin, leng ruby, leng ruby, 65 gp, 3 sp, 4 cp -------------------- Special Abilities-------------------- Armor Specialization +1 (Full plate) (Ex) Increase armor bonus of chosen armor. Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX. Darkvision (60 feet) You can see in the dark (black and white only). Light Sensitivity (Ex) Dazzled as long as remain in bright light. Weapon Training (Blades, Heavy) +1 (Ex) +1 Attack, Damage, CMB, CMD with Heavy Blades Weapon Versatility Weapon w/ Weapon Focus: shift grip to alter damage to B/P/S (free act.). Associate Red-sash Cowboys -------------------- Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at www.wolflair.comPathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
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Post by dmurphyca on Aug 11, 2022 17:29:25 GMT -8
ArkayMale elf (Forlorn) gunslinger 1/ranger 4 (Pathfinder RPG Ultimate Combat 9) N Medium humanoid (elf) Init +3; Senses low-light vision; Perception +12 -------------------- Defense-------------------- AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex) hp 44 (5d10+14) Fort +8, Ref +9, Will +3; +2 vs. enchantments Immune sleep -------------------- Offense-------------------- Speed 30 ft. (20 ft. in armor) Melee +2 nine-ring broadsword +9 (1d8+4/×3) Ranged smith & wesson schofield (.45) +3 (1d8/×4) or . . smith & wesson schofield (.45) -1 (1d8/×4) or . . winchester model 1873 (.44) +9 (1d10/×4) Special Attacks combat style (archery), deeds (deadeye, gunslinger's dodge, quick clear), favored enemy (dwarves +2), grit (2) Ranger Spells Prepared (CL 3rd; concentration +5) . . 1st—lead blades[APG] -------------------- Statistics-------------------- Str 15, Dex 16, Con 14, Int 11, Wis 14, Cha 7 Base Atk +5; CMB +7; CMD 20 Feats Combat Reflexes, Deft Hands, Endurance, Gunsmithing[UC], Point-Blank Shot, Precise Shot Traits magical knack, trap finder Skills Acrobatics +5 (+1 to jump), Climb +3, Disable Device +18, Escape Artist +1, Handle Animal +3, Heal +7, Knowledge (geography) +6, Knowledge (nature) +6, Perception +12, Stealth +5, Survival +6, Swim +3; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties Languages Common, Elven SQ elven magic, favored terrain (underground +2), gunsmith, hunter's bond (wolf named Faendal, The Gray), track +2, wild empathy +2 Combat Gear potion of cat's grace (2), potion of cure light wounds, potion of cure moderate wounds, scroll of animal messenger, scroll of animal messenger, scroll of animal messenger, scroll of animal messenger, scroll of longstrider, scroll of longstrider, scroll of longstrider, scroll of longstrider, caltrops; Other Gear +1 chain shirt, +2 nine-ring broadsword[UC], bullet[UC] (12), smith & wesson schofield (.45)[UC], smith & wesson schofield (.45)[UC], winchester model 1873 (.44)[UC], goggles of minute seeing, backpack, bedroll, belt pouch, chalk (10), everburning torch, grappling hook, hemp rope (50 ft.), masterwork thieves' tools, soap, trail rations (5), waterskin, 259 gp, 8 sp -------------------- Special Abilities-------------------- Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them. Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed. Deeds Use Grit to perform special abilities with your firearms. Elven Immunities - Sleep You are immune to magic sleep effects. Elven Magic +2 to spellcraft checks to determine the properties of a magic item. Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue. Favored Enemy (Dwarves +2) (Ex) +2 to rolls vs. dwarves foes. Favored Terrain (Underground +2) (Ex) +2 to rolls when in underground terrain. Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow. Gunsmith Gain free starting firearm that only you can use properly. Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet. Precise Shot You don't get -4 to hit when shooting or throwing into melee. Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells. Track +2 Add the listed bonus to Survival checks made to track. Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy. Associate Red-sash Cowboys -------------------- Misc. Notes-------------------- Rifle is a repeater with 10 round capacity Pistols have 6 round capacity leather holster with 2 pistol capacityFull round action to reload without rapid reload, otherwise, treat as if operating a bow A fumble is a misfire: roll d6, 1-3 is 1d8 damage to character, 4-6 is weapon jam w/move action to clear -------------------- Faendal, The Gray CR – Wolf N Medium animal Init +2; Senses low-light vision, scent; Perception +5 -------------------- Defense-------------------- AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural) hp 12 (2d8+4) Fort +5, Ref +5, Will +1 -------------------- Offense-------------------- Speed 50 ft. Melee bite +2 (1d6+1 plus trip) -------------------- Statistics-------------------- Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6 Base Atk +1; CMB +2; CMD 14 (18 vs. trip) Feats Combat Reflexes Tricks Attack, Attack Any Target, Cinderbrave, Defend, Down, Heel, Watch Skills Acrobatics +2 (+10 to jump), Perception +5, Survival +1 (+5 when tracking by scent), Swim +5; Racial Modifiers +4 Survival when tracking by scent SQ attack any target, cinderbrave, defend, down, heel, watch -------------------- Special Abilities-------------------- Attack Any Target [Trick] The animal will attack any creature on command. Cinderbrave [Trick] The animal will carry or follow its master into an area enshrouded with flames, even if placed at risk. Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed. Defend [Trick] The animal will defend you. Down [Trick] The animal will break off combat on command. Heel [Trick] The animal will follow you. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Scent (Ex) Detect opponents within 15+ ft. by sense of smell. Trip: Bite (Ex) You can make a trip attempt on a successful attack. Watch [Trick] Stands watch over designated area. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at www.wolflair.comPathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
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Post by dmurphyca on Aug 11, 2022 17:33:21 GMT -8
ZunugumeFemale half-orc warpriest of Abadar 5 (Pathfinder RPG Advanced Class Guide 60) LN Medium humanoid (human, orc) Init +7; Senses darkvision 60 ft.; Perception +5 -------------------- Defense-------------------- AC 25, touch 11, flat-footed 24 (+10 armor, +1 Dex, +4 shield) hp 34 (5d8+10) Fort +5, Ref +2, Will +9 Defensive Abilities orc ferocity -------------------- Offense-------------------- Speed 30 ft. (20 ft. in armor) Melee +1 ghost touch cold iron longsword +6 (1d8+3/19-20) Ranged composite longbow +4 (1d8/×3) Special Attacks blessings 5/day (Protection: increased defense, Travel: agile feet), channel positive energy 3/day (DC 16, 2d6), fervor 6/day (2d6), sacred weapon (1d8, +1, 5 rounds/day) Warpriest Spells Prepared (CL 5th; concentration +9) . . 2nd—cure moderate wounds (2), find traps . . 1st—bless, cure light wounds (4) . . 0 (at will)—detect poison, guidance, light, stabilize -------------------- Statistics-------------------- Str 14, Dex 12, Con 12, Int 10, Wis 18, Cha 12 Base Atk +3; CMB +5; CMD 16 Feats Craft Magic Arms & Armor, Cunning, Improved Initiative, Shield Focus, Weapon Focus (gandasa) Traits indomitable faith, reactionary Skills Acrobatics -5 (-9 to jump), Diplomacy +9, Handle Animal +5, Heal +8, Intimidate +3, Knowledge (religion) +8, Perception +5, Sense Motive +8, Spellcraft +4; Racial Modifiers +2 Intimidate Languages Common, Orc SQ orc blood Combat Gear potion of cure light wounds (4), potion of cure moderate wounds, scroll of remove fear, remove fear, scroll of remove fear, remove fear; Other Gear +1 full plate, +1 heavy steel shield, +1 ghost touch cold iron longsword, arrows (20), composite longbow, 820 gp, 9 sp -------------------- Special Abilities-------------------- Blessings (5/day) (Su) Pool of power used to activate Blessing abilities. Darkvision (60 feet) You can see in the dark (black and white only). Fervor (2d6, 6/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self. Orc Blood Half-orcs count as both humans and orcs for any effect related to race. Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd. Sacred Weapon +1 (5 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers. Warpriest Channel Positive Energy 2d6 (3/day, DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect. -------------------- Associate Red-sash Cowboys Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at www.wolflair.comPathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
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Post by dmurphyca on Sept 10, 2022 16:10:22 GMT -8
NizinMale ifrit sorcerer 5 N Medium Outsider (native) Init +4; Senses darkvision 60 ft.; Perception +0 Languages Common, Ignan ------------------------------------ AC 12 (+2 Dex), touch 12, flat-footed 10 hp 35 (5d6+15) Resist fire 10 Fort +4, Ref +4, Will +5 ------------------------------------ Speed 30 ft. Melee improvised light mace (metamagic rod) -4 (1d6-2) Ranged ray +4 (touch) Atk Options Point-Blank Shot Special Actions dimension door (swift action, 60 feet) 1/day Base Atk +2; CMB +0, CMD 12 Combat Gear lesser quicken metamagic rod (3/day); __potions of cure light wounds {5}; __arcane scrolls of enlarge person {3}, obscuring mist {2}, protection from evil {2}, repair undead {4}, shield {4}, resist energy, see invisibility; __wands of cure light wounds (49), blur {6}
Sorcerer Spells Known (CL 5th, concentration +12) __2nd (6/day)19 ~ aggressive thundercloud, blindness/deafness, scorching ray __1st (8/day)18 ~ burning disarm, burning hands, enlarge person, magic missile, vanish __Cantrips (at will)17 ~ detect magic, disrupt undead, mage hand, message, ray of frost, read magic Sorcerer Spell-Like Abilities (CL 5th, concentration +12) __ 10/day ~ fire ray (+4 touch, 30 feet, 1d6+2 fire) Racial Spell-Like Abilities (CL 5th, concentration +11) __ 1/day ~ burning hands (DC 17) ------------------------------------ Abilities Str 7, Dex 14, Con 14, Int 8, Wis 10, Cha 23 SQ bloodline arcana, elemental bloodline (fire), fire affinity, associate (Red-Sash Cowboys) Feats Eschew Materials, Point-Blank Shot, Precise Shot, Spell Penetration Traits Dangerously Curious, Reactionary Skills Spellcraft 1/+3, Use Magic Device 4/+15; Racial Modifiers none Encumbrance (23/46/70 ~ 23, light) combat gear (-) plus lesser quicken metamagic rod (5 lb), headband of alluring charisma +2 (1 lb), greater talisman of beneficial winds (1 lb), 2 scrolls of comprehend languages, cloak of resistance +1 (1 lb), cowboy's outfit (8 lb), and 257.25 gp __Backpack (2 lb) containing waterskin (4 lb) and trail rations (1 lb)
Bloodline Arcana Whenever you cast a spell that deals energy damage, you can change the type of damage to match the type of your bloodline. This also changes the spell's type to match the type of your bloodline.
Dangerously Curious (magic) You gain a +1 trait bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.
Elemental Ray (Sp) Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of damage of your energy type + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Fire Affinity Ifrit sorcerers with the elemental (fire) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities.
Reactionary (combat) You gain a +2 trait bonus on initiative checks.
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Horse, light (combat trained) CR – Horse (Pathfinder RPG Bestiary 177) N Large animal Init +2; Senses low-light vision, scent; Perception +6 -------------------- Defense -------------------- AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size) hp 15 (2d8+6) Fort +6, Ref +5, Will +1 -------------------- Offense -------------------- Speed 50 ft. Melee 2 hooves +3 (1d4+3) Space 10 ft.; Reach 5 ft. -------------------- Statistics -------------------- Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7 Base Atk +1; CMB +5; CMD 17 (21 vs. trip) Feats Endurance, RunB Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel Skills Acrobatics +2 (+6 to jump with a running start, +10 to jump), Perception +6 SQ combat riding -------------------- Special Abilities -------------------- Combat Riding [Trick] The animal has been trained to bear a rider into combat. Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running. Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
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Post by Cameron on Nov 20, 2022 15:47:49 GMT -8
TREASURE LIST
Akkun the Mask (hobgoblin barbarian) +2 leather armor ring of feather falling potions of cure light wounds, cure moderate wounds, cat's grace (2) masterwork guisarme composite longbow masterwork double-barreled shotgun
Arkay (forlorn elf ranger) +2 nine-ring broadsword goggles of minute seeing everburning torch potions of cure light wounds, cure moderate wounds, cat's grace (2) composite longbow 4 scrolls of animal messenger, 4 scrolls of longstrider +1 chain shirt
Dimic (dhampir necromancer) wands of magic weapon (20 charges), bull's strength (19 charges), blur (6 charges) 3 pearls of power (1st) scroll of animate rope staff of size alteration (10 charges) cloak of resistance +1
Ixcech (nagaji fighter) mithral bastard sword masterwork full plate armor potions of cure light wounds, cure moderate wounds composite longbow
Kregreekt (goblin swashbuckler) +1 short sword Wyatt's spurs (daring dancers) Holliday's +2 revolver cloak of resistance +1
Nizin (ifrit sorcerer) lesser quicken metamagic rod 2 potions of cure light wounds cloak of resistance +1 2 scrolls of comprehend languages wand of blur (6 charges)
Zunugume (half-orc warpriest) +1 chainmail full plate armor +1 heavy steel shield potion of cure moderate wounds composite longbow +1 longsword Blue Crystal Staff of Mishakal
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Post by dmurphyca on Jan 11, 2023 6:34:18 GMT -8
Misc. Party Treasure Notes
SOLD: Arkay's cold-iron shortsword Arkay's cold-iron hammer Zunugume's +1 chainmail Zunugume's masterwork longsword Arkay's masterwork chain shirt
Each PC receives 2,171.64 gp in cash and 4 potions of cure light wounds (except Dimic, who can't use them)
Akkun gets the amulet of health (+10 hp)
Ixcech gets the ring of protection +1 Dimic gets the wand of lightning bolt
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