A Monster for Every Season: Summer 2
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    Default Chapter 10: Monsters and NPCs [TCS]

    Chapter 10: Monsters and NPCs

    All NPCs represented here who appeared in The Tapestry of Fate: A Heart Divided are presented with statistics for their earliest appearance in the book. In some cases, advancement guides are provided. (Yes, I am aware of the numerous typos and the need to provide more fleshed-out flavor text. I'm working on it)

    Battle Automatons

    The Battle Automatons are similar in appearance to the Warforged that replaced them later on in the Yuan-ti War, though their construction is much bulkier and less organic-looking. The Battle Automaton series got progressively less blocky and more rounded with each model, so that the Mk. IIXs are visually nearly indistinguishable from Warforged. The models were developed on a yearly basis, so the Mk. I was introduced at the end of 7603, the Mk. II was released at the end of 7604, and so on.

    Raysson-Marionette Battle Automaton Mk. I CR 1/2
    N Medium construct
    Init +0; Senses Listen -4, Spot -4; darkvision 60ft., low-light vision
    Languages Mercaani
    AC 19 (+0 Dex, +5 natural, +4 shield), touch 10, flat-footed 19
    vp 6 (1 VD); wp 20, fast healing 2
    Immune construct immunities
    Fort +0, Ref +0, Will -4
    Speed 30 ft. (6 squares)
    Melee shortsword +2 (1d6+4/19-20) or
    Melee Enkiduan glaive +2 (1d10+4/x2, 10-ft. reach) or
    Ranged light crossbow -2 (1d8/19-20, 80 ft.
    Base Atk +0; Grp +4
    Abilities Str 18, Dex 10, Con ~, Int ~, Wis 3, Cha 3
    SQ Darkvision 60 ft., low-light vision, fast healing 2, construct traits
    Feats Phalanx Fighting (B)
    Possessions shortsword, light crossbow, 10 bolts, Enkiduan tower shield, Enkiduan glaive.

    Raysson-Marionette Battle Automaton Mk. II CR 1
    N Medium construct
    Init +1; Senses Listen -4, Spot -4; darkvision 60 ft., low-light vision
    Languages Mercaani
    AC 20 (+1 Dex, +5 natural, +4 shield), touch 11, flat-footed 19
    vp 11 (2 VD); wp 20, fast healing 2
    Immune construct immunities
    Fort +0, Ref +1, Will -4
    Speed 30 ft. (6 squares)
    Melee shortsword +2 (1d6+3/19-20) or
    Melee Enkiduan glaive +2 (1d10+3/x2, 10-ft. reach) or
    Ranged light crossbow +0 (1d8/19-20, 80 ft.)
    Base Atk +1; Grp +4
    Abilities Str 16, Dex 12, Con ~, Int 3, Wis 3, Cha 3
    SQ Darkvision 60 ft., low-light vision, fast healing 2, construct traits
    Feats Phalanx Fighting (B), Quick Draw
    Skills Knowledge (war) +1
    Possessions shortsword, light crossbow, 10 bolts, Enkiduan tower shield, Enkiduan glaive

    Raysson-Marionette Battle Automaton Mk. III CR 1
    N Medium construct
    Init +1; Senses Listen -3, Spot -3; darkvision 60 ft., low-light vision
    AC 20 (+1 Dex, +5 natural, +4 shield), touch 11, flat-footed 19
    vp 17 (3 VD); wp 20, fast healing 2
    Immune construct immunities
    Fort +1, Ref +2, Will -2
    Speed 30 ft. (6 squares)
    Melee shortsword +3 (1d6+3/19-20) or
    Melee Enkiduan glaive +3 (1d10+3/x2, 10-ft. reach) or
    Ranged light crossbow +1 (1d8/19-20, 80 ft.)
    Base Atk +2; Grp +5
    Atk Options Point Blank Shot
    Abilities Str 16, Dex 12, Con ~, Int 3, Wis 4, Cha 4
    SQ Darkvision 60 ft., low-light vision, fast healing 2, construct traits
    Feats Phalanx Fighting (B), Quick Draw, Point Blank Shot
    Skills Knowledge (war) +2
    Possessions shortsword, light crossbow, 10 bolts, Enkiduan tower shield, Enkiduan glaive

    Raysson-Marionette Battle Automaton Mk. IV CR 2
    N Medium construct
    Init +2; Senses Listen -3, Spot -3; darkvision 60 ft., low-light vision
    AC 21 (+2 Dex, +5 natural, +4 shield), touch 12, flat-footed 19
    vp 22 (4 VD); wp 20, fast healing 2
    Immune construct immunities
    Fort +1, Ref +3, Will -2
    Speed 30 ft. (6 squares)
    Melee shortsword +3 (1d6+2/19-20) or
    Melee Enkiduan glaive +3 (1d10+2/x2, 10-ft. reach) or
    Ranged light crossbow +3 (1d8/19-20, 80 ft.)
    Base Atk +3; Grp +5
    Atk Options Point Blank Shot
    Abilities Str 15, Dex 15, Con ~, Int 4, Wis 4, Cha 4
    SQ Darkvision 60 ft., low-light vision, fast healing 2, construct traits
    Feats Phalanx Fighting (B), Quick Draw, Point Blank Shot
    Skills Knowledge (war) +4
    Possessions shortsword, light crossbow, 10 bolts, Enkiduan tower shield, Enkiduan glaive

    Raysson-Marionette Battle Automaton Mk. V CR 2
    N Medium construct
    Init +2; Senses Listen -3, Spot -3; darkvision 60 ft., low-light vision
    AC 21 (+2 Dex, +5 natural, +4 shield), touch 12, flat-footed 19
    vp 28 (5 VD); wp 20, fast healing 2
    Immune construct immunities
    Fort +1, Ref +3, Will -2
    Speed 30 ft. (6 squares)
    Melee shortsword +3 (1d6+2/19-20) or
    Melee Enkiduan glaive +3 (1d10+2/x2, 10-ft. reach) or
    Ranged light crossbow +3 (1d8/19-20, 80 ft.)
    Base Atk +3; Grp +5
    Atk Options Point Blank Shot
    Abilities Str 15, Dex 15, Con ~, Int 5, Wis 5, Cha 5
    SQ Darkvision 60 ft., low-light vision, fast healing 2, construct traits
    Feats Phalanx Fighting (B), Quick Draw, Point Blank Shot
    Skills Knowledge (war) +4
    Possessions shortsword, light crossbow, 10 bolts, Enkiduan tower shield, Enkiduan glaive

    Raysson-Marionette Battle Automaton Mk. VI CR 3
    N Medium construct
    Init +2; Senses Listen -3, Spot -3; darkvision 60 ft., low-light vision
    AC 21 (+2 Dex, +5 natural, +4 shield), touch 12, flat-footed 19
    vp 33 (6 VD); wp 20, fast healing 2
    Immune construct immunities
    Fort +2, Ref +4, Will -1
    Speed 30 ft. (6 squares)
    Melee shortsword +4 (1d6+2/19-20) or
    Melee Enkiduan glaive +4 (1d10+2/x2, 10ft.-reach) or
    Ranged light repeating crossbow +4 (1d8/19-20, 80 ft.) or
    Ranged light repeating crossbow +2/+2 (1d8/19-20, 80 ft.)
    Base Atk +4; Grp +6
    Atk Options Point Blank Shot, Rapid Shot
    Abilities Str 15, Dex 15, Con ~, Int 6, Wis 5, Cha 5
    SQ Darkvision 60 ft., low-light vision, fast healing 2, construct traits
    Feats Phalanx Fighting (B), Quick Draw, Point Blank Shot, Rapid Shot
    Skills Knowledge (war) +7
    Possessions shortsword, light repeating crossbow, 2 5-bolt cases, Enkiduan tower shield, Enkiduan glaive

    Raysson-Marionette Battle Automaton Mk. VII CR 3
    N Medium construct
    Init +2; Senses Listen -2, Spot -2; darkvision 60 ft., low-light vision
    AC 21 (+2 Dex, +5 natural, +4 shield), touch 12, flat-footed 19
    vp 37 (7 VD); wp 20, fast healing 2
    Immune construct immunities
    Fort +2, Ref +4, Will +0
    Speed 30 ft. (6 squares)
    Melee shortsword +5 (1d6+2/19-20) or
    Melee Enkiduan glaive +5 (1d10+2/x3, 10-ft. reach) or
    Ranged light repeating crossbow +5 (1d8/19-20, 80 ft.) or
    Ranged light repeating crossbow +3/+3 (1d8/19-20, 80 ft.)
    Base Atk +5; Grp +7
    Atk Options Point Blank Shot, Rapid Shot
    Abilities Str 15, Dex 15, Con ~, Int 7, Wis 6, Cha 6
    SQ Darkvision 60 ft., low-light vision, fast healing 2, construct traits
    Feats Phalanx Fighting (B), Quick Draw, Point Blank Shot, Rapid Shot
    Skills Knowledge (war) +8
    Possessions shortsword, light repeating crossbow, 2 5-bolt cases, Enkiduan tower shield, Enkiduan glaive

    Raysson-Marionette Battle Automaton Mk. IIX CR 4
    N Medium construct
    Init +3; Senses Listen -2, Spot -2; darkvision 60 ft., low-light vision
    AC 21 (+2 Dex, +5 natural, +4 shield), touch 12, flat-footed 19
    vp 44 (8 VD); wp 20, fast healing 2
    Immune construct immunities
    Fort +2, Ref +5, Will +0
    Speed 30 ft. (6 squares)
    Melee shortsword +6/+1 (1d6+2/19-20) or
    Melee Enkiduan glaive +6/+1 (1d10+2/x2, 10-ft. reach) or
    Ranged light repeating crossbow +7 (1d8/19-20, 80 ft.) or
    Ranged light repeating crossbow +5/+5/+0 (1d8/19-20, 80 ft.)
    Base Atk +6; Grp +8
    Atk Options Point Blank Shot, Rapid Shot
    Abilities Str 15, Dex 16, Con ~, Int 8, Wis 6, Cha 6
    SQ Darkvision 60 ft., low-light vision, fast healing 2, construct traits
    Feats Phalanx Fighting (B), Quick Draw, Point Blank Shot, Rapid Shot
    Skills Knowledge (war) +10
    Possessions shortsword, light repeating crossbow, 3 5-bolt cases, Enkiduan tower shield, Enkiduan glaive

    Bliss Vine CR 4
    N Large plant
    Init
    +0; Senses Listen +1, Spot +1; blindsight 30 ft., low-light vision
    Aura
    aura of bliss
    AC
    15, touch 9, flat-footed 15
    vp
    30 (4 VD); wp 16
    Immune
    electricity, plant traits
    Resist
    cold and fire 10, plant traits
    Fort
    +7, Ref +1, Will +2
    Speed
    5 ft. (1 square)
    Melee
    Slam +7 (1d6+7) or
    Base Atk
    +3; Grp +12
    Atk Options
    constrict 1d6+7, entangle, improved grab
    Abilities
    Str 20, Dex 10, Con 16, Int ~, Wis 13, Cha 9
    SQ
    Aura of bliss, constrict 1d6+7, entangle, improved grab, blindsight 30 ft., camouflage, immunity to electricity, low-light vision, plant traits, resistance to cold 10 and fire 10

    Environment:
    Temperate forests
    Organization:
    Solitary or patch (2-4)
    Challenge Rating:
    4
    Treasure:
    1/10th coins; 50% goods; 50% items
    Alignment:
    Always neutral
    Advancement:
    5-16 HD (Huge); 17-32 HD (Gargantuan); 33+ HD (Colossal)
    Level Adjustment:


    As you walk through the woods, you suddenly feel a strange sense of happiness and contentment drawing you toward a plant not ten yards from where you stand. It is a viny plant bedecked with fragrant, deep red flowers. You breathe deeply, savoring the enchanting scent, and feel yourself slipping into a blissful stupor...


    Aura of Bliss (Ex):
    The bliss vine exudes sweet-smelling pheromones in a 30-foot radius of itself. These pheromones are an airborne toxin with a Fortitude save DC of 15. Those who fail the save are treated as if under the effects of the attraction power for 1 minute. After the one minute has ended, the creature must make another Fortitude save against DC 15. Failure results in being unconscious and charmed, while success indicates that they are merely stunned and charmed. These effects last for 1d10 rounds. The save DC is Constitution-based. This is a mind-affecting, compulsion, and poison effect that operates only in the spring and summer. The durations of effects already in place continue after the bliss vine's demise.
    Constrict (Ex): A bliss vine deals 1d6+7 points of damage with a successful grapple check.
    Entangle (Su): A bliss vine can animate plants within 30 feet of itself as a free action (Ref DC 13 partial). The effect lasts until the vine dies or decides to end it (also a free action). The save DC is Wisdom-based. The ability is otherwise similar to entangle (caster level 4th).
    Improved Grab (Ex): To use this ability, a bliss vine must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
    Blindsight (Ex): Bliss vines have no visual organs but can ascertain all foes within 30 feet using sound, scent, and vibration.
    Camouflage (Ex): Since a bliss vine looks like a normal plant when at rest, it takes a DC 20 Spot check to notice it before it attacks. Anyone with ranks in Survival or Knowledge (nature) can use one of those skills instead of Spot to notice the plant.

    The bliss vine is a relative of the assassin vine. However, unlike its cousin, the bliss vine prefers to lure its prey to it with its pheromonal powers. Once an animal or humanoid has succumbed to its aura of bliss, it kills its victims and feeds on their corpses. In the fall, its seeds can be harvested and made into poisons.


    The Children of Destiny
    The Children of Destiny are an adventuring team from Seven Paths. They are regarded as the best team the school has yet trained, owing at least something to the fact that three of its five members are the Seven's children.

    Aerin Hitomi, 17 CR 2
    Female human Monk 2
    LG Medium humanoid (Human)
    Init +8; Senses Listen +9, Spot +9
    Languages Auran, Holy Tongue, Low Elven, Mercaani
    AC 22 (+4 Dex, +4 Wis, +4 class), touch 18, flat-footed 18; Combat Expertise, Dodge
    vp 16 (2 VD); wp 15
    Resist evasion
    Fort +6, Ref +7, Will +7
    Speed 30 ft. (6 squares)
    Melee unarmed strike +4 (1d6+3/20) or
    Melee flurry of blows +2/+2 (1d6+3/20) or
    Ranged light crossbow +5 (1d8/19-20, 80 ft.)
    Base Atk +1; Grp +4
    Atk Options Combat Reflexes, flurry of blows
    AP 6 (1d6)
    Combat Gear crossbow bolts (20)
    Abilities Str 16, Dex 18, Con 15, Int 17, Wis 18, Cha 18
    SQ Flurry of blows, unarmed strike, kazejutsu style
    Feats Improved Unarmed Strike, Combat Reflexes, Improved Initiative, Dodge, Combat Expertise
    Skills Concentration +8, Hide +9, Jump +10, Knowledge (religion) +6, Knowledge (the planes) +3, Listen +9, Move Silently +9, Spot +9, Tumble +9
    Possessions combat gear plus monks outfit, cloak, superior pack, tent, wooden holy symbol of Vala, ring of arcane signing

    Aerin is the daughter of Kenji and Mariko Hitomi. Her unusual red-gold hair color is the result of Mariko's magical exposure to elemental fire, the same exposure that granted Mariko her arcane powers. She is quite tall, standing 6"1', and she weighs 205 lb. She has her mothers violet eyes.

    Aerin’s Advancement Path
    Class (Character) Ability Increases; Feats, Bonus Feats; Other
    Mnk 3 (3) Mobility
    Mnk 4 (4) Con +1
    Mnk 6 (6) Spring Attack, Defensive Strike
    Mnk 8 (8) Dex +1; Fire-Souled template
    Mnk 9 (9) Weapon Finesse
    Mnk 12 (12) Dex +1; Whirlwind Attack
    Mnk 14 (14)
    Mnk 14/Clr 1 (15) Monastic Training (cleric [Vala {Fire, War}]), Martial Weapon Proficiency (longsword), Weapon Focus (longsword)
    Mnk 15/Clr 1 (16) Dex +1
    Mnk 17/Clr 1 (18) Whirling Steel Strike
    Mnk 19/Clr 1 (20) Wis +1
    Mnk 20/Clr 1 (21) Soulfire Spell
    Mnk 20/Clr 1/SG 1 (22)
    Mnk 20/Clr 1/SG 3 (24) Wis +1; Improved Critical (longsword)
    Mnk 20/Clr 1/SG 6 (27) Graceful Edge (longsword)
    Mnk 20/Clr 1/SG 7 (28) Wis +1
    Mnk 20/Clr 1/SG 9 (30) Extra Smiting

    Additional Equipment by Character Level
    5 bracers of armor +2, brooch of shielding (101 pts), potion of
    cure light wounds (4, 1d8+5), potion of cure moderate wounds (2d8+10), ring of protection +1

    Aramoro, 114 CR 5
    Male common elf Sorcerer 5
    CG Medium humanoid (Elf)
    Init +8; Senses Listen +7 (+9), Spot +7 (+9; +10 in bright light, +12); low-light vision, elf senses
    Languages Arcanic, Low Elven, Mercaani, Sylvan, empathic link
    AC 17 (+4 Dex, +3 class), touch 14, flat-footed 13
    vp 27 (5 VD); wp 15
    Immune sleep effects
    Resist Will +7 vs. enchantment and telepathy effects
    Fort +3, Ref +5, Will +5
    Speed 30 ft. (6 squares)
    Melee +1 longsword +5 (1d8+3/19-20) or
    Melee +1 longsword+5 (1d8+4/19-20, two-handed) or
    Ranged +1 composite shortbow (+2) +7 (1d6+3/x3, 70ft.)
    Base Atk +2; Grp +4
    AP 8 (1d6)
    Combat Gear arrows (20), necklace of fireballs II (6d6, 4d6, 4d6, 2d6), potion of cure light wounds (4, 1d8+5), wand of color spray (42 charges)
    Spells Known (CL 5, 0% arcane spell failure chance):
    2nd (5/day) - false life (1d10+5 temp vp), invisibility
    1st (7/day) - mage armor, magic missile (3 missiles), shield, summon monster I
    0 (6/day) - arcane mark, dancing lights, detect magic, ghost sound (Will DC 14 disbelief), ray of frost (+6 ranged touch, 1d3 cold), read magic
    Abilities Str 14, Dex 18, Con 15, Int 14, Wis 13, Cha 18
    SQ immunity to sleep effects, +2 Will vs. enchantment and telepathy effects, weapon proficiencies, low-light vision, elven senses, summon familiar (Kumori, hawk)
    Feats Alertness (when Kumori is within5ft.), Eschew Materials, Quickness, Martial Weapon Proficiency (longsword, longbow, shortbow), Combat Casting
    Skills Concentration +10, Knowledge (arcana) +10, Listen +7 (+9), Search +4, Spellcraft +10, Spot +7 (+9; +10 in bright light, +12)
    Possessions combat gear plus +1 longsword, +1 composite shortbow (+2), superior pack, explorer’s outfit

    Aramoro is a fairly typical urban elf: a casual worshipper of Solaan and Mariko, with the normal green elven eyes. His most distinguishing feature is his hair, which he uses magical dyes to turn pale blue. He is as tall as Aerin but slimmer and lighter, owing to his elven build. He weighs 195 lb.

    Kumori CR ~
    Female hawk familiar
    N Tiny magical beast (augmented animal)
    Init +3; Senses Listen +6, Spot +14
    Languages empathic link, speak with master
    AC 20, touch15, flat-footed 17
    vp 13 (5 VD); wp 10
    Resist improved evasion
    Fort +2, Ref +5, Will +6
    Speed 10 ft. (2squares), fly 60 ft. (average)
    Melee talons +5 (1d4-2)
    Space 2-1/2 ft.
    Reach 0ft.
    Base Atk +0; Grp -10
    Atk Options deliver touch spells
    Abilities Str 6, Dex 17, Con 10, Int 8, Wis 14, Cha 6
    SQ share spells, low-light vision
    Feats Weapon Finesse
    Skills Concentration +8, Knowledge (arcana)+7, Listen+6, Spellcraft+7, Spot+14

    Aramoro’s Advancement Path
    Class (Character) Ability Increases;
    Feats, Bonus Feats; Spells
    Sor 6 (6) Still Spell; 0: Message, 3: Chain Missile (SC)
    Sor 7 (7) 1: Ray of Enfeeblement, 2: Web, 3: Fireball
    Sor 8 (8) Con +1; 0: Touch of Fatigue, 4: Ice Storm
    Sor 8/Barbarian 1 (9) Energy Substitution (cold)
    Sor 8/Bbn 4 (12) Wis +1; Kiai Shout
    Sor 8/Bbn 4/RageMage 1 (13)
    Sor 8/Bbn 4/RM 2 (14) 2: See Invisibility, 3: Summon Monster III, 4: Greater Invisibility
    Sor 8/Bbn 5/RM 2 (15) Practiced Spellcaster (sorcerer)
    Sor 8/Bbn 5/RM 3 (16) Str +1
    Sor 8/Bbn 5/RM 4 (17) 0: Mending, 5: Teleport
    Sor 8/Bbn 5/RM 5 (18) Arcane Strike
    Sor 8/Bbn 5/RM 6 (19) 2: Scorching Ray, 3: Ray of Exhaustion, 4: Orb of Cold, 5: Hold Monster
    Sor 8/Bbn 5/RM 7 (20) Str +1
    Sor 8/Bbn 5/RM 8 (21) Extend Rage; 6: Summon Monster VI
    Sor 8/Bbn 5/RM 10 (23) 4: Force Missiles (SC), 5: Cloudkill, 6:Disintegrate
    Sor 9/Bbn 5/RM 10 (24) Cha +1; Twin Spell; 7: Waves of Exhaustion
    Sor 10/Bbn 5/RM 10 (25) 5: Wall of Force, 6: Greater Dispel Magic, 7: Greater Teleport
    Sor 11/Bbn 5/RM 10 (26) 8: Incendiary Cloud
    Sor 12/Bbn 5/RM 10 (27) Greater Kiai Shout; 7: Delayed Blast Fireball, 8: Superior Invisibility (SC)
    Sor 13/Bbn 5/RM 10 (28) Cha +1; 9: Summon Monster IX
    Sor 14/Bbn 5/RM 10 (29) 8: Polar Ray, 9: Mass Hold Monster
    Sor 15/Bbn 5/RM 10(30) Extra Rage; 9: Meteor Swarm

    Bellantin, 16 CR 2
    Male human Cleric 2 (Valdersaan)
    LN Medium humanoid (Human)
    Init +2; Senses Listen +4, Spot +4
    Aura lawful cleric
    Languages Dwarven, Holy Tongue, Mercaani
    AC 15 (+2 Dex, +3 class), touch 12, flat-footed 13
    vp 18 (2 VD); wp 16, DR 5
    Fort +6, Ref +2, Will +7
    Speed 20 ft. (4 squares)
    Melee warhammer +4 (1d8+4/x2, wielded in two hands) or
    Ranged light crossbow +3(1d8/19-20)
    Base Atk +1; Grp +4
    Atk Options smite 1/day
    Special Actions turn undead 6/day
    AP 6 (1d6)
    Combat Gear holy water (1 flask), bolts (10), warhammer (doubles as holy symbol of Valdersaan)
    Spells Prepared (CL 2):
    1st - bless, cause fear (Will DC 15 negates), magic weapon, protection from chaos (domain spell)
    0 - detect magic, guidance, guidance, light
    Abilities Str 16, Dex 15, Con 16, Int 15, Wis 18, Cha 16
    SQ Human racial traits, turn undead 6/day, smite 1/day, cleric spells, spontaneous cure spells, domains (Destruction, Law)
    Feats Martial Weapon Proficiency (warhammer), Combat Focus
    Skills Concentration +8, Intimidate (cc) +5, Knowledge (dungeoneering) (cc) +5, Knowledge (the planes) +7, Knowledge (religion) +7
    Possessions combat gear plus breast plate, light crossbow, spell component pouch, superior pack, ring of arcane signing

    Bellantin, the son of a northern blacksmith, has grey-blue eyes and shaves his head bald. When his hair grows out, it is black. He joined the priesthood of Valdersaan and then Seven Paths. He is on the short side, standing 5’8” tall, but stocky, weighing 201 lb.

    Bellantin’s Advancement Path
    Class (Character) Ability Increases;
    Feats, Bonus Feats; Other
    Clr 3 (3) Weapon Focus (warhammer)
    Clr 4 (4) Wis +1
    Clr 6 (6) Combat Stability
    Clr 8 (8) Int +1 [Axiomic, Craft (weaponsmithing)]
    Clr 9 (9) Extra Smiting
    Clr 12 (12) Wis +1; Reach Spell
    Clr 12/Ftr 1 (13) Power Attack
    Clr 12/Ftr 2 (14) Improved Critical (warhammer)
    Clr 13/Ftr 2 (15) Combat Vigor
    Clr 14/Ftr 2 (16) Wis +1
    Clr 16/Ftr 2 (18) Cleave
    Clr 18/Ftr 2 (20) Str +1
    Clr 19/Ftr 2 (21) Great Cleave
    Clr 20/Ftr 2 (22)
    Clr 20/Ftr 4 (24) Str +1; Overwhelming Critical, Improved Sunder
    Clr 20/Ftr 6 (26) Combat Brute
    Clr 20/Ftr 8 (28) Wis +1; Brutal Strike
    Clr 20/Ftr 10 (30) Improved Spell Capacity (10th), Improved Initiative

    Kael Nakaza, 17 CR 5
    Male half-elf Soulknife 5
    CG Medium humanoid (Elf, Psionic)
    Init +4; Senses Listen +12, Spot +12; low-light vision
    Languages Auran, Low Elven, Mercaani, Penumbraic
    AC 21 (+4 Dex, +6 class, +1 ring of protection), touch 15, flat-footed 17
    vp 47(5 VD); wp 17, DR 4
    Immune sleep
    Resist Will +11 vs. enchantment and telepathy effects
    Fort +6, Ref +10, Will +9
    Speed 30 ft. (6 squares)
    Melee +1 mind blade +9 (1d10+7/19-20) or
    Ranged +1 mind blade +9 (1d10+7/19-20, 30 ft.)
    Base Atk +3; Grp +7
    Atk Options Focused Mind Strike, Psionic Weapon
    Special Actions psychic strike +1d8
    AP 7 (1d6)
    Combat Gear potion of cure light wounds (11, 1d8+5), potion of cure moderate wounds (4, 2d8+10), alchemist’s fire (15)
    pp/day 2
    Abilities Str 19, Dex 18, Con 17, Int 14, Wis 17, Cha 16
    SQ Half-elf racial traits, mindblade, throw mindblade, psychic strike +1d8, +1 mindblade, free draw, shape mindblade
    Feats Weapon Focus (mind blade), Wild Talent, Psionic Weapon, Focused Mind Strike
    Skills Autohypnosis +11, Concentration +11, Craft (alchemy) +10, Knowledge (psionics) +10, Listen +12, Spot +12
    Possessions combat gear plus chain shirt, superior adventurer’s pack, tent, ring of arcane signing, brooch of shielding (101), cloak of resistance+2, ring of protection +1, feather token (swan boat)

    Kael takes after his father in many ways: though by no means stupid, he very rarely contributes anything to a conversation without thoroughly thinking it over first. He also broods on a regular basis about the pressures of having to live up to the reputation of his father and mother. He follows no deity in particular. He is 6'2", weighs 232lb., has deep blue eyes and long black hair that he wears in a ponytail.

    Kael’s Advancement Path
    Class (Character) Ability Increases;
    Feats, Bonus Feats; Other
    SK 5/Pyrokineticist 1 (6) Psionic Meditation
    SK 6/PK 1 (7) keen mindblade
    SK 6/PK 2 (8) Str +1
    SK 6/PK 3 (9) Greater Psionic Weapon
    SK 6/PK 4 (10)
    SK 8/PK 4 (12) Dex +1; Power Attack
    SK 10/PK 4 (14) collision mindblade
    SK 10/PK 5 (15) Improved Critical (mindblade)
    SK 10/PK 6 (16) Dex +1
    SK 10/PK 8 (18) Cleave
    SK 12/PK 8 (20) Str +1
    SK 13/PK 8 (21) Mind Cleave
    SK 14/PK 8 (22) collision mighty cleaving mindblade
    SK 14/PK 10 (24) Con +1; Deep Impact
    SK 17/PK 10 (27) Epic Psionic Focus
    SK 18/PK 10 (28) Str +1; collision mindcrusher mindblade
    SK 20/PK 10 (30) Great Cleave

    Kira Nakaza, 17 CR 2
    Female half-elf Rogue 2
    CG Medium humanoid (Elf)
    Init +4; Senses Listen +9, Spot+9; low-light vision
    Languages Dwarven, Gnomish, Low Elven, Mercaani, Orc
    AC 17 (+4 Dex, +3 class), touch 14, flat-footed 13; Dodge
    vp 15 (2 VD); wp 16, DR 2
    Immune sleep effects
    Resist evasion
    Fort +3, Ref +6, Will +3
    Speed 30ft. (6 squares)
    Melee rapier +3(1d6+2/18-20) or
    Ranged light crossbow +5(1d8/19-20, 80 ft.)
    Base Atk +1; Grp +3
    Atk Options sneak attack +1d6
    AP 6 (1d6)
    Combat Gear ACid flask (4), crossbow bolts (20)
    Abilities Str 15, Dex 18, Con 16, Int 17, Wis 16, Cha 18
    SQ Half-elf traits, sneak attACk +1d6, trapfinding, evasion
    Feats Dodge
    Skills Appraise +8, Balance +9, Disable Device +10, Hide +9, Listen +9, Move
    Silently +9, Open Lock +11, Search +9, Spot +9, Tumble +9, Use Rope +9
    Possessions combat gear plus leather armor, rapier, light crossbow, traveler’s outfit, superior adventurer’s pack, MW thieves’ tools, climber’s kit, grappling hook

    Kira worships Fortuna, Solaan, Mariko, and Karan. She is 5’9” and weighs 165lb. She has blue eyes and brown hair. She is very outgoing, unlike her brother.

    Kira’s Advancement Path
    Class (Character) Ability Increases;
    Feats, Bonus Feats; Other
    Rog 3 (3) Mobility
    Rog 4 (4) Int +1 (Aquan, Use Magic Device)
    Rog 6 (6) Spring Attack
    Rog 8 (8) Dex +1
    Rog 9 (9) Deadly Precision
    Rog 10 (10) Improved Evasion
    Rog 12 (12) Int +1; Weapon Finesse
    Rog 12/Lurk 3 (15) Combat Expertise
    Rog 13/Lrk 3 (16) Int +1 (Court Elven, Concentration); Quick Draw
    Rog 13/Lrk 5 (18) Psionic Weapon
    Rog 15/Lrk 5 (20) Dex +1
    Rog 16/Lrk 5 (21) Whirlwind Attack, Skill Mastery
    Rog 16/Lrk 8 (24) Dex +1; Psionic Meditation
    Rog 16/Lrk 11 (27) Greater Psionic Weapon
    Rog 16/Lrk 12 (28) Str +1
    Rog 16/Lrk 14 (30) Improved Initiative


    The Denizens of Seven Paths
    Seven Paths is not merely a school; it also houses several independent businesses, as well as the Dragon’s Hoard Bank. Detailed here are those who make their livings at the Seven Paths complex.

    Thamas Maevisson, 45 CR 3
    Male human Warrior 2/Magewright 2
    N Medium humanoid (Human)
    Init +0; Senses Listen +1, Spot +1
    Languages Dwarven, Mercaani, Orc
    AC 11 (+0 Dex, +1 class), touch 10, flat-footed 11
    vp 18 (4 VD); wp 13
    Fort +4, Ref +0, Will +4
    Speed 30ft. (6 squares)
    Melee unarmed strike +5 (1d3+2 nonlethal)
    Base Atk +3; Grp +5
    Atk Options Power Attack, Flying Kick
    Spells Known (CL 2):
    1st (2/day) - none
    0 (3/day) - arcane mark, prestidigitation
    Abilities Str 14, Dex 10, Con 13, Int 14, Wis 12, Cha 11
    Feats Improved Unarmed Strike, Power Attack, Flying Kick
    Skills Intimidate +5, Jump +6, Profession (brewer) +6, Profession (innkeeper) +8, Spellcraft +5
    Possessions clothes, spell component pouch

    Thamas is a tall, burly man who’s put on a bit of weight in his middle age. He stands 5’11” and weighs 224lb.; his eyes are brown, and his hair a silvering brown. He is a jovial, good-natured man whom most take a great liking to; unfortunately, he was born with a disfigured upper lip which is moderately unpleasant to look at. The disfigurement impeded his speech greatly when he was younger; but he worked hard to overcome the impediment. It is now barely noticeable, except when he becomes preoccupied or excited, when it reasserts itself. If a fight breaks out, his favored tactic is to leap feet first over the bar and smash into the combatants.

    Kimiyo Maevisson, 47 CR 1/2
    Female human Magewright 1
    NG Medium humanoid (Human)
    Init +0; Senses Listen +1, Spot +1
    Languages Gnomish, Low Elven, Mercaani
    AC 10 (+0 Dex, +0 class), touch 10, flat-footed 10
    vp 5 (1 VD); wp 9
    Fort -1, Ref +0, Will +3
    Speed 30 ft. (6 squares)
    Melee unarmed strike -2 (1d3-2 nonlethal)
    Base Atk +0; Grp -2
    Spells Known (CL 1):
    1st (2/day) - floating disk
    0 (3/day) - message
    Abilities Str 7, Dex 10, Con 9, Int 15, Wis 13, Cha 16
    Feats Negotiator, Quickness
    Skills Diplomacy +7, Intimidate +5, Profession (innkeeper) +5, Profession (waitress) +5, Sense Motive+5
    Possessions clothes, spell component pouch

    Standing at 5’2” and weighing 121lb., Kimiyo is as short and thin as her husband is tall and broad. Her hair and eyes are identical to his in color, however. She does her best to defuse any tense situations that crop up before they erupt into violence.

    Nakuyo Maevisson, 17 CR 1/2
    Female human Magewright 1
    CG Medium humanoid (Human)
    Init +0; Senses Listen +1, Spot +1
    Languages Dwarven, Low Elven, Mercaani
    AC 10 (+0 Dex, +0 class), touch 10, flat-footed 10
    vp 3 (1 VD); wp 10
    Fort +0, Ref +0, Will +3
    Speed 30 ft. (6 squares)
    Melee unarmed strike +1 (1d3+1 nonlethal)
    Base Atk +0; Grp +1
    Atk Options Improved Unarmed Strike
    Spells Known (CL 1):
    1st (2/day) - grease, floating disk
    0 (3/day) - message, prestidigitation
    Abilities Str 12, Dex 10, Con 10, Int 14, Wis 12, Cha 13.
    SQ Human racial traits, spells, spell mastery
    Feats Improved Unarmed Strike, Spell Mastery
    Skills Concentration +2, Diplomacy +3, Intimidate +2, Profession (barkeep) +5, Profession (waitress) +5, Spellcraft +6
    Possessions clothes, spell component pouch

    At 5’5” and 132lb., Nakuyo looks like a scaled-up, younger version of her mother, except for one detail. Unfortunately, she was born with the same disfigurement of her upper lip as her father, so while her body is quite alluring and her personality quite likable, she is less attractive than she would otherwise be. She usually works in the main bar area.

    Serving Girls (2) CR 1/2
    Female human Magewright 1
    N Medium humanoid (Human)
    Init +0; Senses Listen +1, Spot +1
    Languages Dwarven, Low Elven, Mercaani
    AC 10 (+0 Dex, +0 class), touch 10, flat-footed 10
    vp 3 (1 VD); wp 10
    Fort +0, Ref +0, Will +3
    Speed 30 ft. (6 squares)
    Melee unarmed strike -1 (1d3-1 nonlethal)
    Base Atk +0; Grp -1
    Atk Options Improved Unarmed Strike
    Spells Known (CL 1):
    1st (2/day) - floating disk
    0 (3/day) - message
    Abilities Str 9, Dex 11, Con 10, Int 14, Wis 12, Cha 12
    SQ Human racial traits, spells, spell mastery
    Feats Improved Unarmed Strike, Skill Focus (Profession [waitress])
    Skills Concentration +4, Diplomacy +3, Intimidate +3, Profession (waitress) +8, Spellcraft +6
    Possessions clothes, spell component pouch
    *For non-human serving girls, drop Improved Unarmed Strike and reduce Concentration and Intimidate bonuses to +2 each. Alter languages spoken as appropriate.

    These young women work in the dining hall of Maevissons most of the time, but Nakuyo will occasionally switch places with one of them.

    Cooks (6) CR 1/2
    Male or Female human Commoner 1
    N Medium humanoid (Human)
    Init +1; Senses Listen +5, Spot +1
    Languages Mercaani
    AC 11 (+1 Dex, +0 class), touch 11, flat-footed 10
    vp 3 (1 VD); wp 10
    Fort +0, Ref +1, Will +1
    Speed 30 ft. (6 squares)
    Melee cooking knife -1 (1d4-1/19-20) or
    Ranged cooking knife -1(1d4-1/19-20, 10 ft.)
    Base Atk +0; Grp -1
    Abilities Str 9, Dex 12, Con 10, Int 11, Wis 13, Cha 8
    SQ Human racial traits
    Feats Skill Focus (Knowledge [local {Enkidu City area}], Profession [cook])
    Skills Knowledge (local [Enkidu City area]) +5, Listen +5, Profession (cook) +8
    Possessions clothes, cooking knife
    *For non-human cooks, drop Knowledge (local) and the related Skill Focus feat.

    Kenin Osari, 262 CR 2

    Male common elf Magewright 3
    NG Medium humanoid (Elf)
    Init +2; Senses Listen +8, Spot+6; low-light vision, elf senses
    Languages Arcanic, Dwarven, Gnomish, Holy Tongue, Low Elven, Mercaani
    AC 13 (+2 Dex, +1 class), touch 12, flat-footed 11
    vp 11(3 VD); wp 12
    Immune sleep effects
    Resist Will +7 vs. enchantment and telepathy effects
    Fort +2, Ref +3, Will +5
    Speed 30ft. (6 squares)
    Melee scimitar +1 (1d6/18-20)
    Base Atk +1; Grp +1
    Spells Known (CL 3):
    1st (3/day) - alarm, identify
    0 (3/day) - arcane mark, detect magic, mage hand, mending, open/close, read magic
    Abilities Str 10, Dex 14, Con 12, Int 18, Wis 14, Cha 15
    SQ Elf racial traits, spells, spell mastery
    Feats Alertness, Spell Mastery
    Skills Gather Information +4, Knowledge (arcana) +10, Knowledge (history) +10, Knowledge (local [Enkidu City area]) +10, Listen +8, Profession (shopkeeper) +8, Spellcraft +10
    Possessions clothes, scimitar spell component pouch

    This scholarly elf loves gossip almost as much as he loves ancient history and esoteric knowledge. He doesn’t spread much gossip himself, but he always keeps his keen ears open for whatever he might hear. He also has a good heart, as demonstrated by the fact that he and his wife adopted the mysterious, orphaned infant Nintari Goju brought to them and raised him as their own. When they first met, Kenin had difficulty pronouncing his future wife’s name correctly, and it has now become something of a pet name. While most say “Calli” with the same “a” as in “cat”, Kenin says “Cali” with the same “a” as in “swat”.

    Calli Osari, 40 CR 1
    Female half-elf Expert 2
    NG Medium humanoid (elf)
    Init -1; Senses Listen +2, Spot +2; low-light vision
    Languages Arcanic, Archaic Mercaani, Gnomish, Low Elven, Mercaani
    AC 9 (-1 Dex, +0 class), touch 9, flat-footed 10
    vp 3 (2 VD); wp 8
    Immune sleep effects
    Resist Will +6 vs. enchantment and telepathy effects
    Fort -1, Ref -1, Will +4
    Speed 30 ft. (6 squares)
    Melee unarmed strike +1 (1d3 nonlethal)
    Base Atk +1; Grp +1
    Abilities Str 10, Dex 9, Con 8, Int 17, Wis 12, Cha 12
    SQ Half-elf racial traits
    Feats Negotiator
    Skills Appraise +8, Bluff +6, Decipher Script +8, Diplomacy +12, Forgery +8, Knowledge (arcana) +8, Knowledge (history) +8, Profession (shopkeeper) +6, Sense Motive +8
    Possessions clothes

    Kenin Osari’s wife has an even greater love of ancient history and esoteric knowledge than he does. She’s not entirely sure how she ended up helping her husband run a general store, but she’s grateful that the regular visits from adventurers means there are always aged curios and artifacts to examine. She is unfortunately clumsy, but in a disarming and endearing way. She’s better at negotiating than her husband, and so does most of the haggling. She named Iames. She has never tried her hand at producing forged documents of her own, but she has studied the art in order to be able to spot imitations of her beloved ancient texts.

    Groom (10) CR1
    Male or Female human Expert 1/Magewright 1
    N Medium humanoid (Human)
    Init +0; Senses Listen +1, Spot +1
    Languages Mercaani, Low Elven
    AC 10 (+0 Dex, +0 class), touch 10, flat-footed 10
    vp 6 (2 VD); wp 11
    Fort +0, Ref +0, Will +5
    Speed 30 ft. (6 squares)
    Melee unarmed strike +1 (1d3+1 nonlethal)
    Base Atk +0; Grp +1
    Spells Known (CL 1):
    1st (2/day) - mount
    0 (3/day) - prestidigitation
    Abilities Str 12, Dex 10, Con 11, Int 12, Wis 12, Cha 12
    SQ Human racial traits
    Feats Animal Affinity, Spell Mastery
    Skills Appraise +5, Concentration +4, Handle Animal +7, Heal +5, Profession (groom) +6, Ride +7, Sleight of Hand +4, Use Rope +4
    Possessions clothes, spell component pouch
    *For non-human grooms, drop Animal Affinity (reducing Handle Animal and Ride each to +5) and Appraise.

    Nikov Karlmann, 79 CR 17
    Male dwarf Artificer 17
    LG Medium humanoid (Dwarf)
    Init +1; Senses Listen +0, Spot +0; darkvision 60ft.
    Languages Arcanic, Dwarven, Gnomish, Holy Tongue, Mercaani, Terran
    AC 20 (+1 Dex, +9 class), touch 11, flat-footed 19
    vp 110 (17 VD); wp 16
    Resist +2 vs. poison, spells, and spell-like effects
    Fort +8, Ref +6, Will +10
    Speed 20 ft. (4 squares)
    Melee +5 thundering adamantine warhammer +21/+16/+9 (1d8+10/20/x2)
    Base Atk +12; Grp +15
    Atk Options rage1/day
    Infusions (CL 17, save DC 14 + infusion level):
    6th (3/day)
    5th (3/day)
    4th (5/day)
    3rd (5/day)
    2nd (5/day)
    1st (5/day)
    Abilities Str 16, Dex 12, Con 16, Int 18, Wis 10, Cha 13
    SQ Dwarf racial traits, artificer knowledge +21, artisan bonus, disable trap, item creation, craft homunclus, retain essence, metamagic spell trigger, metamagic spell completion, skill mastery (Spellcraft, Use Magic Device), craft reserve (5,000)
    Feats Magical Aptitude, Scribe Scroll, Brew Potion, Skill Focus (Use Magical Device), Craft Wondrous Item, Exceptional Artisan x2, Craft Magic Arms and Armor, Extraordinary Artisan x2, Craft Wand, Legendary Artisanx3, Craft Rod, Craft Staff, Forge Ring, Attune Magic Weapon
    Skills Appraise +24, Craft (armorsmithing) +28, Craft (blacksmithing) +28, Craft (gemcutting) +28, Craft (jeweler) +28, Craft (weaponsmithing) +28, Spellcraft +26, Use Magical Device +26
    Possessions clothes, masterwork gemcutters’ tools, masterwork jewelers’ tools, masterwork jewelers’ loupe, +5 thundering adamantine warhammer.

    This dwarf’s first loyalty is to Mariko; he serves as her personal armorer and, by extension, as the armorer for all of the Seven. He is very fond of Aerin and often bestows upon her little trinkets that he has made. His manner is gruff and blunt but friendly, and he likes to hear stories of students’ adventures; after listening, he will explain precisely how you fell short, mutter an apology (if he likes you) and then declare loudly, “But ‘tis the truth, by Bella’s blade, and the truth must be told!” Nikov stands 4’2” and weighs in at a solid 170lb.; his eyes are stone-gray, and his hair and beard coal-black.

    Marthyn Marthynsfrin Rendon Rendonnell Farthing Farthington Marionette, 94 CR 8
    Male city gnome Magewright 5/Wizard (Necromancer) 4
    N Small humanoid (Gnome)
    Init +2; Senses Listen +5, Spot +3; low-light vision
    Languages Arcanic, Daemic, Dwarven, Gnomish, Low Elven, Mercaani
    AC 16 (+2 Dex, +1 size, +3 class), touch 13, flat-footed 14
    vp 40 (9 VD); wp 15
    Fort +4, Ref +4, Will +10
    Speed 20 ft. (4 squares)
    Melee Morningstar +5 (1d6)
    Base Atk +4; Grp +0
    Combat Gear various alchemical items
    Spells Prepared (CL 8):
    2nd - scare, stonebones, spectral hand, fog cloud, summon undead II
    1st – ray of enfeeblement (2, ranged touch +7), shocking grasp (2, melee touch +5, 5d6), shield
    0 – touch of fatigue (5, melee touch +5, Fort DC 15 negates)
    Spells Known (CL 5):
    2nd (2/day) - make whole
    1st (3/day) - alarm, magecraft, floating disk
    0 (3/day) - arcane mark, magehand, mending, open/close
    Abilities Str 10, Dex 14, Con 15, Int 18, Wis 13, Cha 10
    SQ City gnome racial traits, prohibited schools (Enchantment, Illusion), magewright spells, wizard spells, summon familiar (none), spellmastery
    Feats Alertness, Spell Focus (conjuration), Augment Summoning, Scribe Scroll, Spell Focus (necromancy), Practiced Spell caster (wizard)
    Skills Craft (alchemy) +22, Craft (candlemaker) +18, Craft (locksmithing) +18,
    Knowledge (arcana) +18, Knowledge (architecture & engineering) +16, Spellcraft +18
    Possessions combat gear plus clothes, morningstar, spell component pouch, spellbook
    Spellbook spells prepared plus 0-level spells plus 1 - obscuring mist, cause fear, mage armor, magic missile, expeditious retreat, chill touch, summon undead I

    Marthyn, as he is known to most at Seven Paths, is awidower whose wife was killed many years ago while performing alchemical experiments. His children, Lia and Eldon, were too young at the time to remember the event, and they attend the school. Unfortunately, the salvageable remains weren’t enough to be raised, and Marthyn doesn’t have enough money to buy one of the more potent spells of resurrection. He hasn’t told his children how their mother died, and the Seven remain unaware of his troubles; if they knew, they would happily cast the necessary spell free of charge. Marthyn still grieves in the dead of night, and he has lately begun to dabble in necromancy. Ever since the accident, he has been irrationally frightened of performing any sort of alchemical experiment, although he will craft any standardal chemical item. He is 3’5” tall and weighs 45lb. His eyes are blue and his hair black. He mutters to himself constantly and is easily startled. Whenever a student who is studying alchemy with him begins to experiment, he becomes highly agitated, wringing his hands and shouting frantically for them to stop. He currently has no familiar.

    Wyra Tanners, 26 CR 5
    Female half-orc Magewright 6
    N Medium humanoid (Orc)
    Init +0; Senses Listen +1, Spot +1
    Languages Dwarven, Gnomish, Low Elven, Mercaani, Orc
    AC 12 (+0 Dex, +2 class), touch 12, flat-footed 12; Combat Expertise
    vp 21 (6 VD); wp 13
    Fort +3, Ref +2, Will +6
    Speed 30ft. (6 squares)
    Melee whip +5 (1d3+2 nonlethal, 15 ft. reach) or
    Melee whipdagger +5(1d4+2, 15 ft. reach)
    Base Atk +3; Grp +5
    Atk Options Improved Trip
    Spells Known (CL 6):
    2nd (2/day) - make whole
    1st (3/day) - grease, magecraft, mount
    0 (3/day) - arcane mark, magehand, mending, open/close
    Abilities Str 14, Dex 10, Con 13, Int 16, Wis 12, Cha 10
    SQ Magewright spells, half-orc racial traits
    Feats Combat Expertise, Exotic Weapon Proficiency (whip), Improved Trip
    Skills Bluff +4, Craft (armorsmithing)+12, Craft (calligraphy) +12, Craft (leatherworking) +14, Intimidate +4, Perform (weapon drill) +6
    Possessions clothes, whip, whipdagger, spell component pouch

    When the Dark Lord’s armies retreated back over the mountains into Mothga’s Wastes from Krafdheubh, they left a female infant behind. A family of human tanners took her in, raised her, and taught her their trade. Having felt unwelcome in the dawrven city, dwarves having notoriously long memories and an unparalleled ability to hold grudges, Wyra struck out on her own, eventually ending up at Seven Paths, where she is treated, for the most part, without regard to her race. She is 5’6” and weighs 201lb.
    Last edited by Lord Iames Osari; 2007-01-10 at 01:47 PM.

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    Default Re: Chapter 10: Monsters and NPCs [TCS]

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    Vault Clerk/Guard (5) CR 3
    Male or Female personality Warforged Rogue 2/Fighter 1
    LN Medium construct (Living)
    Init +2; Senses Listen +2, Spot +2; read magic
    Languages Mercaani
    AC 17 (+2 Dex, +5 class), touch 12, flat-footed 15; Dodge, Mobility
    Resist light fortification, evasion
    vp 20 (3 VD); wp 12, DR 2/adamantine
    Fort +3, Ref +5, Will +2
    Speed 30 ft. (6 squares)
    Melee slam +6 (1d6+3)
    Base Atk +3; Grp +6
    Atk Options sneak attack +1d6
    Abilities Str 17, Dex 15, Con 12, Int 10, Wis 14, Cha 11
    SQ Warforged racial traits, trapfinding, evasion, read magic, sneak attack +1d6
    Feats Dodge, Mobility, Improved Natural Attack (slam, 1d6)
    Skills Appraise+ 5, Bluff +5, Diplomacy +9, Forgery +5, Intimidate +7, Profession (bookkeeper) +8, Sense Motive +7
    Possessions inkpen, ink vial, ledger

    These Warforged staff the Dragon’s Hoard Bank, making note of each deposit and withdrawal, each loan taken out, the interest accumulated, loans repaid, and all the things a bank does. They dwell in the extradimensional space and are the only ones allowed into it. Their names are Ledger (Male personality, V-031), Vial (Female personality, V-124), Cheque (F, V-185), Ingot (M, V-793), and Ink (F, V-838). They have been enhanced to read magic continuously as a spell-like ability.

    Warforged Fighter (5) CR 1, 2, or 3

    Male or Female personality Warforged Fighter 1, Fighter 2 or Fighter 3
    LN Medium construct (Living)
    Init +3; Senses Listen +0, Spot +0
    Languages Mercaani
    AC 17 (+3 Dex, +4 class), touch 13, flat-footed 14 or
    AC 18 (+3 Dex, +5 class), touch 13, flat-footed 15 or
    AC 18 (+3 Dex, +5 class), touch 13, flat-footed 15
    vp 9 (1 VD), 17 (2 VD) or 23 (3 VD); wp 17, DR 5/adamantine
    Resist light Fortification
    Fort +5, Ref +3, Will +0 or
    Fort +6, Ref +3, Will +0 or
    Fort +6, Ref +4, Will +1
    Speed 30 ft. (6 squares)
    Melee masterwork greatsword +6 (2d6+4/19-20) or
    Melee slam +4 (1d4+3) or
    Melee masterwork greatsword +7 (2d6+4/19-20) or
    Melee slam +5 (1d4+3) or
    Melee masterwork greatsword +8 (2d6+4/19-20) or
    Melee slam +6 (1d4+3)
    Base Atk +1; Grp +4 or
    Base Atk +2; Grp +5 or
    Base Atk +3; Grp +6
    Atk Options None or
    Atk Options Power Attack or
    Atk Options Power Attack, Improved Sunder
    Abilities Str 17, Dex 16, Con 17, Int 10, Wis 11, Cha 8
    SQ Warforged racial traits
    Feats Mithral Body, Weapon Focus (greatsword) or
    Feats Mithral Body, Weapon Focus (greatsword), Power Attack or
    Feats Mithral Body, Weapon Focus (greatsword), Power Attack, Improved Sunder
    Skills Craft (weaponsmithing) +4, Hide +1, Intimidate +3, Move Silently +1 or
    Skills Craft (weaponsmithing) +5, Hide +1, Intimidate +4, Move Silently +1 or
    Skills Craft (weaponsmithing) +6, Hide +1, Intimidate +5, Move Silently +1
    Possessions masterwork greatsword

    These five Warforged have learned how to modulate their abilities so as not to overwhelm the students at Seven Paths. Depending on the level of the students they will be facing, they can restrict themselves to using 1st-level, 2nd-level, or their full 3rd-level abilities. They are No-dachi (M, V-502M), Ward (M, V-741M), Mithral (F, V-839M), Elfsteel (F, V-840M), and Claymore (M, V-952M).

    Warforged Sneak (3) CR 1, 2, or 3
    Female personality Warforged Rogue 1, Rogue 2, or Rogue 3
    LN Medium construct (Living)
    Init +3; Senses Listen +6, +7, or +8, Spot +6, +7, or +8; darkvision60ft.
    Languages Mercaani
    AC 15 (+3 Dex, +2 class), touch 13, flat-footed 12; Dodge or
    AC 16 (+3 Dex, +3 class), touch 13, flat-footed 13; Dodge or
    AC 16 (+3 Dex, +3 class), touch 13, flat-footed 13; Dodge, Mobility
    vp 6 (1 VD), 11 (2 VD), or 17 (3 VD); wp 15, DR 2/adamantine
    Resist light fortification or
    Resist evasion, light fortification or
    Resist evasion, light fortification, trapsense +1
    Fort +2, Ref +5, Will +2 or
    Fort +2, Ref +6, Will +2 or
    Fort +3, Ref +6, Will +3
    Speed 30 ft. (6 squares)
    Melee masterwork shortsword +3 (1d6+2/19-20) or
    Melee slam +2 (1d4+2) or
    Ranged hand crossbow +3 (1d4/19-20, 30 ft.) or
    Melee masterwork shortsword +4 (1d6+2/19-20) or
    Melee slam +3 (1d4+2) or
    Ranged handcrossbow +4 (1d4/19-20, 30 ft.) or
    Melee masterwork shortsword +5 (1d6+2/19-20) or
    Melee slam +4 (1d4+2) or
    Ranged handcrossbow +5 (1d4/19-20, 30 ft.)
    Base Atk +0; Grp +2 or
    Base Atk +1; Grp +3 or
    Base Atk +2; Grp +4
    Atk Options sneak attack +1d6 or
    Atk Options sneak attack +1d6 or
    Atk Options sneak attack +2d6
    Special Actions trapfinding
    Combat Gear 10 bolts
    Abilities Str 15, Dex 17, Con 15, Int 10, Wis 14, Cha 8
    SQ Warforged racial traits, sneak attack +1d6, trapfinding, darkvision or
    SQ Warforged racial traits, sneak attack +1d6, trapfinding, evasion, darkvision or
    SQ Warforged racial traits, sneak Attack +2d6, trapfinding, evasion, trapsense +1, darkvision
    Feats Dodge or
    Feats Dodge or
    Feats Dodge, Mobility
    Skills Disable Device +4, Hide +7, Listen +6, Move Silently +7, Open Lock +7, Search +4, Spot +6, Tumble +7 or
    Skills Disable Device +5, Hide +8, Listen +7, Move Silently +8, Open Lock +8, Search +5, Spot +7, Tumble +8 or
    Skills Disable Device +6, Hide +9, Listen +8, Move Silently +9, Open Lock +9, Search +6, Spot +8, Tumble +9
    Possessions combat gear plus masterwork shortsword, handcrossbow

    These three Warforged have learned how to modulate their abilities so as not to overwhelm the students at Seven Paths. Depending on the level of the students they will be facing, they can restrict themselves to using 1st-level, 2nd-level, or their full 3rd-level abilities. They are continuously under the effect of a darkvision spell. Their names and numbers are [pending].

    Warforged Mage CR 1, 2, or 3
    Male personality Warforged Wizard 1, Wizard 2, or Wizard 3
    LN Medium construct (Living)
    Init +3; Senses Listen -1, Spot -1
    Languages Arcanic, Mercaani
    AC 14 (+3 Dex, +1 class), touch 13, flat-footed 11 or
    AC 15 (+3 Dex, +2 class), touch 13, flat-footed 12 or
    AC 15 (+3 Dex, +2 class), touch 13, flat-footed 12
    vp 6 (1 VD), 11 (2 VD), or 17 (3 VD); wp 17, DR 2/adamantine
    Resist light fortification
    Fort +3, Ref +3, Will +1 or
    Fort +4, Ref +4, Will +1 or
    Fort +4, Ref +4, Will +2
    Speed 30 ft. (6 squares)
    Melee imbued quarterstaff +2 (1d6+1) or
    Melee slam +1 (1d4+1) or
    Melee imbued quarterstaff +3 (1d6+1) or
    Melee slam +2 (1d4+1) or
    Melee imbued quarterstaff +3 (1d6+2) or
    Melee slam +2 (1d4+1)
    Base Atk +0; Grp +1 or
    Base Atk +1; Grp +2 or
    Base Atk +1; Grp +2
    Atk Options deliver touch spells
    Special Actions Improved Counterspell
    Spells Prepared (CL 1, 5% arcane spell failure chance):
    1st – repair light damage (2, 1d8+1)
    0 – daze (3, Will DC 13 negates) or
    Spells Prepared (CL 2, 5% arcane spell failure chance):
    1st – repair light damage (2, 1d8+2), shield
    0 – acid splash (2, +4 ranged touch, 1d3 acid), daze (2, Will DC 13 negates) or
    Spells Prepared (CL 3, 5% arcane spell failure chance):
    2nd – scorching ray (+4 ranged touch, 4d6 fire), repair moderate damage (2d8+3)
    1st – repair light damage (2, 1d8+3), shield
    0 – daze (4, Will DC 13 negates)
    Abilities Str 13, Dex 16, Con 17, Int 17, Wis 8, Cha 8
    SQ Warforged racial traits, wizard spells, imbue staff
    Feats Skill Focus (Concentration), Scribe Scroll or
    Feats Skill Focus (Concentration), Scribe Scroll or
    Feats Skill Focus (Concentration), Scribe Scroll, Improved Counterspell
    Skills Concentration +10, Decipher Script +7, Knowledge (arcana) +7, Knowledge (the planes) +7, Spellcraft +7 or
    Skills Concentration +11, Decipher Script +8, Knowledge (arcana) +8, Knowledge (the planes) +8, Spellcraft +8 or
    Skills Concentration +12, Decipher Script +9, Knowledge (arcana) +9, Knowledge (the planes) +9, Spellcraft +9
    Possessions imbued quarterstaff, spellbook, spell component pouch
    Spellbook spells prepared plus 0-level spells plus 1 – color spray, shocking grasp, magic missile (2 missiles), mage armor, ray of enfeeblement, true strike

    Imbue Staff (Su): The Warforged Mage has chosen to imbue its staff with magic rather than summon a familiar. It can cast light 1/day and repair minor damage 1/day from the staff, and the staff can be used to deliver touch spells. Both heads of the staff function as +1 weapons when wielded by the Warforged Mage. The staff has Hardness 5 and 15 WP.

    This Warforged has learned how to modulate its abilities so as not to overwhelm the students at Seven Paths. Depending on the level of the students they will be facing, it can restrict itself to using 1st-level, 2nd-level, or its full 3rd-level abilities. His name and number are Grimoire and V-553.

    Warforged Priest CR 1, 2, or 3
    Female personality Warforged Cleric 1, Cleric 2, or Cleric 3 [Vala]
    LG Medium construct (Living)
    Init +0; Senses Listen +2, Spot +2
    Aura aura of courage, lawful good cleric
    Languages Holy Tongue, Mercaani
    AC 15 (+3 Dex, +2 class), touch 13, flat-footed 12 or
    AC 16 (+3 Dex, +3 class), touch 13, flat-footed 13 or
    AC 16 (+3 Dex, +3 class), touch 13, flat-footed 13
    vp 6 (1 VD), 11 (2 VD), or 17 (3 VD); wp 15, DR 2/adamantine
    Resist light fortification, +4 morale vs. fear
    Fort +4, Ref +0, Will +4 or
    Fort +5, Ref +0, Will +5 or
    Fort +5, Ref +1, Will +5
    Speed 30 ft. (6 squares)
    Melee masterwork longsword +4 (1d8+2/19-20) or
    Melee slam +2 (1d4+2) or
    Melee masterwork longsword +5 (1d8+2/19-20) or
    Melee slam +3 (1d4+2) or
    Melee masterwork longsword +6 (1d8+2/19-20) or
    Melee slam +4 (1d4+2)
    Base Atk +0; Grp +2 or
    Base Atk +1; Grp +3 or
    Base Atk +2; Grp +4
    Special Actions turn undead5/day
    Spells Prepared (CL 1):
    1st - bless, nimbus of light (+0 ranged touch, 1d8+1), magic weapon (domain spell)
    0 – guidance (3) or
    Spells Prepared (CL 2):
    1st - bless, nimbus of light (+1 ranged touch, 1d8+2), shield of faith, magic weapon (domain spell)
    0 – guidance (4) or
    Spells Prepared (CL 3):
    2nd – aid (domain spell), deific vengeance (Will DC 14 half, 1d6), summon monster II
    1st - bless, nimbus of light (3, +2 ranged touch, 1d8+3), magic weapon (domain spell)
    0 – guidance (4)
    Abilities Str 15, Dex 10, Con 15, Int 10, Wis 15, Cha 14
    SQ Warforged racial traits, domains (Courage, War), aura of courage, spells, turn undead 5/day
    Feats Skill Focus (Concentration), Martial Weapon Proficiency (longsword), Weapon Focus (longsword) or
    Feats Skill Focus (Concentration), Martial Weapon Proficiency (longsword), Weapon Focus (longsword) or
    Feats Skill Focus (Concentration), Martial Weapon Proficiency (longsword), Weapon Focus (longsword), Improved Turning
    Skills Concentration +9, Knowledge (religion) +2, Speak Holy Tongue or
    Skills Concentration +10, Knowledge (religion) +3, Speak Holy Tongue or
    Skills Concentration +11, Knowledge (religion) +4, Speak Holy Tongue
    Possessions masterwork longsword, holy symbol of Vala, spell component pouch

    Aura of Courage (Su): As long as the Warforged Priest is conscious, all its allies within 10 feet (including itself) gain a +4 morale bonus on saving throws against fear effects.

    This Warforged has learned how to modulate its abilities so as not to overwhelm the students at Seven Paths. Depending on the level of the students they will be facing, it can restrict itself to using 1st-level, 2nd-level, or its full 3rd-level abilities. Her name is Firebrand, and her number is V-908.

    Quill (V-384) CR 3
    Male personality Warforged Wizard (Diviner) 3
    LN Medium construct (Living)
    Init +3; Senses Listen -1, Spot -1
    Languages Arcanic, Mercaani
    AC 15 (+3 Dex, +2 class), touch 13, flat-footed 12
    vp 17 (3 VD); wp 17, DR 2/adamantine
    Resist light fortification
    Fort +4, Ref +4, Will +2
    Speed 30 ft. (6 squares)
    Melee imbued quarterstaff +3 (1d6+2) or
    Melee slam +2 (1d4+1)
    Base Atk +1; Grp +2
    Spells Prepared (CL 3, 5% arcane spell failure chance):
    2nd – locate object(3)
    1st – comprehend languages, identify, unseen servant (2)
    0 – mage hand (2), read magic (3)
    Abilities Str 13, Dex 16, Con 17, Int 17, Wis 8, Cha 8
    SQ Warforged racial traits, spells, imbue staff, prohibited schools (Evocation, Illusion)
    Feats Research, Scribe Scroll, Skill Focus (Profession [librarian])
    Skills Knowledge (arcana) +9, Knowledge (the planes) +9, Knowledge (history) +9, Profession (librarian) +8, Spellcraft +9
    Possessions imbued quarterstaff, spellbook, spell component pouch
    Spellbook spells prepared plus 0-level spells plus 1-cause fear, mage armor, shield, ray of enfeeblement, true strike; 2-touch of idiocy

    Imbue Staff: Quill has chosen to imbue his staff with magic rather than summon a familiar. He can cast light 1/day and repair minor damage 1/day from the staff, and the staff can be used to deliver touch spells. Both heads of the staff function as +1 weapons when wielded by Quill. The staff has Hardness 5 and 15 WP.

    Quill runs the Seven Paths library. In response to Nokatsu’s attitude, he has begun insisting on being referred to as “he”. He assists students and alumni in their research and will identify one magic item every day for free. Tome, Quill’s assistant, has identical statistics, and will likewise identify an item everyday. Tome’s numerical designator is V-385. Quill and Tome were training to be intelligence officers for a front-line Warfoged unit when the Yuan-ti War ended unexpectedly. When the Treaty of Queme gave them the option to leave the Enkiduan Army, they leapt at the chance and ended up working at Seven Paths.


    Elementals
    Spoiler
    Show
    {table="head"]Death Elemental, Small|Death Elemental, Medium|Death Elemental, Large|Death Elemental, Huge|Death Elemental, Greater|Death Elemental, Elder
    Small Elemental (Negative, Extraplanar)|Medium Elemental (Negative, Extraplanar)|Large Elemental (Negative, Extraplanar)|Huge Elemental (Negative, Extraplanar)|Huge Elemental (Negative, Extraplanar)|Huge Elemental (Negative, Extraplanar)
    VD|2d8+4 (13 vp)|4d8+12 (32 vp)|8d8+32 (68 vp)|16d8+80 (152 vp)|21d8+105 (199 vp)|24d8+120 (216 vp)
    WP|14|16|18|20|20|20
    Speed|Fly 60 ft. (12 squares, perfect)|Fly 60 ft. (12 squares, perfect)|Fly 60 ft. (12 squares, perfect)|Fly 60 ft. (12 squares, perfect)|Fly 60 ft. (12 squares, perfect)|Fly 60 ft. (12 squares, perfect)
    Init|+1|+2|+2|+7|+8|+8
    AC|15 (+1 Dex, +1 size, +3 natural); touch 12; flat-footed 13|15 (+2 Dex, +3 natural); touch 12; flat-footed 13|18 (+2 Dex, -1 size, +7 natural); touch 11; flat-footed 16|22 (+3 Dex, -2 size, +11 natural); touch 11; flat-footed 21|23 (+4 Dex, -2 size, +11 natural); touch 12; flat-footed 21|23 (+4 Dex, -2 size, +13 natural); touch 12; flat-footed 23
    BAB|+1|+3|+6|+12|+15|+15
    Grp|-1|+8|+17|+29|+33|+36
    Attack|Slam +5 melee (1d4+3) or negative touch +5 melee touch (4 negative)|Slam +8 melee (1d6+5) or negative touch +8 melee touch (7 negative)|Slam +13 melee (2d6+7) or negative touch +12 melee touch (12 negative)|Slam +20 melee (3d6+9/19-20) or negative touch +11 melee touch (21 negative)|Slam +25 melee (3d6+10/19-20) or negative touch +25 melee touch (26 negative)|Slam +27 melee (4d6+11/19-20) or negative touch +27 melee touch (31 negative)
    Full Attack|Slam +5 melee (1d4+3) or negative touch +5 melee touch (4 negative)|Slam +8 melee (1d6+5) or negative touch +8 melee touch (7 negative)|2 slams +13 melee (2d6+7) or 2 negative touches +12 melee touch (12 negative)|2 slams +20 melee (3d6+9/19-20) or 2 negative touches +11 melee touch (21 negative)|2 slams +25 melee (3d6+10/19-20) or 2 negative touches +25 melee touch (26 negative)|2 slams +27 melee (4d6+11/19-20) or 2 negative touches +27 melee touch (31 negative)
    Space/Reach|5 ft./5 ft.|5 ft./5 ft.|10 ft./10 ft.|15 ft./15 ft|15 ft./15 ft.|15 ft./15 ft.
    Special Attacks|Negative touch|Negative touch|Negative touch|Negative touch|Negative touch|Negative touch
    Special Qualities|Entropic growth, lifesense (60 ft.), elemental traits|Entropic growth, lifesense (60 ft.), elemental traits|Entropic growth, fast healing 5, lifesense (60 ft.), elemental traits|Entropic growth, fast healing 5, lifesense (60 ft.), elemental traits|Entropic growth, fast healing 10, lifesense (60 ft.), elemental traits|Entropic growth, fast healing 10, lifesense (60 ft.), elemental traits
    Saves|Fort +7, Ref +1, Will +0|Fort +9, Ref +3, Will +1|Fort +12, Ref +4, Will +2|Fort +17, Ref +8, Will +5|Fort +19, Ref +10, Will +6|Fort +21, Ref +10, Will +6
    Abilities|Str 16, Dex 13, Con 14, Int 4, Wis 11, Cha 11|Str 20, Dex 14, Con 16, Int 4, Wis 11, Cha 11|Str 24, Dex 15, Con 18, Int 6, Wis 11, Cha 11|Str 28, Dex 17, Con 20, Int 6, Wis 11, Cha 11|Str 30, Dex 18, Con 20, Int 8, Wis 11, Cha 11|Str 32, Dex 19, Con 20, Int 10, Wis 11, Cha 11
    Skills|Listen +2, Spot +3|Listen +3, Spot +4|Listen +5, Spot +6| Listen +9, Spot +10|Listen +12, Spot +12|Listen +27, Spot +27
    Feats|Greater Fortitude|Greater Fortitude, Power Attack|Greater Fortitude, Power Attack, Weapon Focus (slam)|Greater Fortitude, Power Attack, Weapon Focus (slam), Improved Initiative, Improved Critical (slam), Cleave|Greater Fortitude, Power Attack, Weapon Focus (slam), Improved Initiative, Improved Critical (slam), Cleave, Great Cleave, Weapon Focus (negative touch)|Greater Fortitude, Power Attack, Weapon Focus (slam), Improved Initiative, Improved Critical (slam), Cleave, Great Cleave, Weapon Focus (negative touch), Improved Natural Attack (slam)
    Environment|Negative Energy Plane|Negative Energy Plane|Negative Energy Plane|Negative Energy Plane|Negative Energy Plane|Negative Energy Plane
    Organization|Solitary|Solitary|Solitary|Solitary|Solitary|Soli tary
    Challenge Rating|1|3|5|7|9|11
    Treasure|None|None|None|None|None|None
    Alignment|Usually N|Usually N|Usually N|Usually N|Usually N|Usually N
    Advancement|3 VD (Small)|5-6 VD (Medium)|9-15 VD (Large)|17-20 VD (Huge)|22-23 VD (Huge)|25-48 VD (Huge)
    Level Adjustment|~|~|~|~|~|~[/table]

    Negative Touch (Ex): A death elemental can make a melee touch attack to deliver a charge of negative energy that deals damage equal to the death elemental's Constitution modifier + the death elemental's Hit Dice. Undead and other creatures that are healed by negative energy can be granted temporary hp by this ability, but every round that they have temporary hp from this ability, they must make a Fortitude save (DC equal to the number of temporary hp). Failing the save results in explosive death. A death elemental cannot grant itself temporary hp in this way. Unlike most forms of temp hp, temp hp from this ability stacks with itself.
    Entropic Growth (Ex): Death elementals can grow in power by absorbing negative energy. Inflict spells and effects, as well as other spells and effects employing negative energy, can grant a life elemental temporary hp in excess of its normal hp. Every 8 temporary hp gained in this way grants the life elemental a bonus Hit Die, which disappears after 1 hour. Spells such as energy drain do not affect death elementals in the normal way, instead granting them a bonus Hit Die for every level that would have been drained.
    Lifesense (Ex): A death elemental can detect the life force of all creatures around it within a radius of 60 feet, including undead. A death elemental knows the location, HD, and current hp of all beings within 60 feet of itself.
    Negative subtype: Creatures with the Negative subtype are healed by inflict spells and harmed by cure spells. Spells and effects employing positive energy deal 50% more damage to a death elemental on a failed save.

    {table="head"]Life Elemental, Small|Life Elemental, Medium|Life Elemental, Large|Life Elemental, Huge|Life Elemental, Greater|Life Elemental, Elder
    Small Elemental (Positive, Extraplanar)|Medium Elemental (Positive, Extraplanar)|Large Elemental (Positive, Extraplanar)|Huge Elemental (Positive, Extraplanar)|Huge Elemental (Positive, Extraplanar)|Huge Elemental (Positive, Extraplanar)
    VD|2d8+6 (15 vp)|4d8+24 (44 vp)|8d8+64 (100 vp)|16d8+160 (232 vp)|21d8+231 (325 vp)|24d8+288 (384 vp)
    WP|16|20|24|28|30|32
    Speed|Fly 60 ft. (12 squares, perfect)|Fly 60 ft. (12 squares, perfect)|Fly 60 ft. (12 squares, perfect)|Fly 60 ft. (12 squares, perfect)|Fly 60 ft. (12 squares, perfect)|Fly 60 ft. (12 squares, perfect)
    Init|+0|+2|+2|+7|+8|+8
    AC|15 (+1 Dex, +1 size, +3 natural); touch 12; flat-footed 13|15 (+2 Dex, +3 natural); touch 12; flat-footed 13|18 (+2 Dex, -1 size, +7 natural); touch 11; flat-footed 16|22 (+3 Dex, -2 size, +11 natural); touch 11; flat-footed 21|23 (+4 Dex, -2 size, +11 natural); touch 12; flat-footed 21|23 (+4 Dex, -2 size, +13 natural); touch 12; flat-footed 23
    BAB|+1|+3|+6|+12|+15|+15
    Grp|-1|+6|+14|+25|+28|+28
    Attack|Slam +4 melee (1d4+2) or positive touch +4 melee touch (5 positive)|Slam +6 melee (1d6+3) or positive touch +6 melee touch (9 positive)|Slam +9 melee (2d6+4) or positive touch +10 melee touch (15 positive)|Slam +10 melee (3d6+5/19-20) or positive touch +11 melee touch (25 positive)|Slam +19 melee (3d6+5/19-20) or positive touch +20 melee touch (31 positive)|Slam +21 melee (3d6+5/19-20) or positive touch +21 melee touch (35 positive)
    Full Attack|Slam +4 melee (1d4+2) or positive touch +4 melee touch (5 positive)|Slam +6 melee (1d6+3) or positive touch +6 melee touch (9 positive)|2 slams +9 melee (2d6+4) or 2 positive touches +10 melee touch (15 positive)|2 slams +10 melee (3d6+5/19-20) or 2 positive touches +11 melee touch (25 positive)|2 slams +19 melee (3d6+5/19-20) or 2 positive touches +20 melee touch (31 positive)|2 slams +21 melee (3d6+5/19-20) or 2 positive touches +21 melee touch (35 positive)
    Space/Reach|5 ft./5 ft.|5 ft./5 ft.|10 ft./10 ft.|15 ft./15 ft|15 ft./15 ft.|15 ft./15 ft.
    Special Attacks|Positive touch|Positive touch|Positive touch|Positive touch|Positive touch|Positive touch
    Special Qualities|Life's growth, lifesense (60 ft.), elemental traits|Life's growth, lifesense (60 ft.), elemental traits|Life's growth, fast healing 5, lifesense (60 ft.), elemental traits|Life's growth, fast healing 5, lifesense (60 ft.), elemental traits|Life's growth, fast healing 10, lifesense (60 ft.), elemental traits|Life's growth, fast healing 10, lifesense (60 ft.), elemental traits
    Saves|Fort +8, Ref +1, Will +0|Fort +11, Ref +3, Will +1|Fort +15, Ref +4, Will +2|Fort +21, Ref +8, Will +5|Fort +24, Ref +10, Will +6|Fort +27, Ref +12, Will +8
    Abilities|Str 14, Dex 13, Con 16, Int 4, Wis 11, Cha 11|Str 16, Dex 14, Con 20, Int 4, Wis 11, Cha 11|Str 18, Dex 15, Con 24, Int 6, Wis 11, Cha 11|Str 20, Dex 17, Con 28, Int 6, Wis 11, Cha 11|Str 20, Dex 18, Con 30, Int 8, Wis 11, Cha 11|Str 20, Dex 19, Con 32, Int 10, Wis 11, Cha 11
    Skills|Listen +2, Spot +3|Listen +3, Spot +4|Listen +5, Spot +6| Listen +9, Spot +10|Listen +12, Spot +12|Listen +27, Spot +27
    Feats|Greater Fortitude|Greater Fortitude, Improved Toughness|Greater Fortitude, Improved Toughness, Weapon Focus (positive touch)|Greater Fortitude, Improved Toughness, Weapon Focus (positive touch), Improved Initiative, Improved Critical (slam), Power Attack|Greater Fortitude, Improved Toughness, Weapon Focus (positive touch), Improved Initiative, Improved Critical (slam), Power Attack, Cleave, Great Cleave|Greater Fortitude, Improved Toughness, Weapon Focus (positive touch), Improved Initiative, Improved Critical (slam), Power Attack, Cleave, Great Cleave, Weapon Focus (slam)
    Environment|Positive Energy Plane|Positive Energy Plane|Positive Energy Plane|Positive Energy Plane|Positive Energy Plane|Positive Energy Plane
    Organization|Solitary|Solitary|Solitary|Solitary|Solitary|Soli tary
    Challenge Rating|1|3|5|7|9|11
    Treasure|None|None|None|None|None|None
    Alignment|Usually N|Usually N|Usually N|Usually N|Usually N|Usually N
    Advancement|3 VD (Small)|5-6 VD (Medium)|9-15 VD (Large)|17-20 VD (Huge)|22-23 VD (Huge)|25-48 VD (Huge)
    Level Adjustment|~|~|~|~|~|~[/table]

    Positive Touch (Ex): A life elemental can make a melee touch attack to deliver a charge of positive energy that heals damage equal to the life elemental's Constitution modifier + the life elemental's Hit Dice. This ability can grant temporary hp like the fast healing granted by the Positive Energy Plane, but the Fortitude DC is equal to the number of temporary hp the creature has. A life elemental cannot grant itself temporary hp using this ability. Unlike most forms of temp hp, temp hp from this ability stacks with itself.
    Life's Growth (Ex): Life elementals can grow in power by absorbing positive energy. Cure spells and effects, as well as other spells and effects employing positive energy, can grant a life elemental temporary hp in excess of its normal hp. Every 8 temporary hp gained in this way grants the life elemental a temporary Hit Die, which disappears after 1 hour. Temporary HD grant all the benefits of normal HD, except hp. A life elemental can only ever have a number of temporary HD equal to the number of normal HD it possesses.
    Lifesense (Ex): A life elemental can detect the life force of all creatures around it within a radius of 60 feet, including undead. A life elemental knows the location, HD, and current hp of all beings within 60 feet of itself.
    Positive subtype: The fast healing granted by major positive-dominant planes does not grant life elementals temporary hp. Spells and effects employing negative energy deal 50% more damage to a life elemental on a failed save.


    Fortuna’s Hands

    [spoiler]Fortuna’s Hands is the name of the adventuring group that Iames Osari met while traveling in the Province. After their shared experiences created a bond of trust, Iames came to regard them as friends and valuable allies, calling on them for help in the future.

    Izara, 12 CR 3
    Female human Psion (Shaper) 3
    NG Medium humanoid (Human, Psionic)
    Init +2; Senses Listen +1, Spot +1
    Languages Arcanic, Holy Tongue, Low Elven, Mercaani
    AC 14 (+2 Dex, +2 class), touch 12, flat-footed 12
    vp 11 (3 VD); wp 12
    Fort +2, Ref +4, Will +4
    Speed 30 ft. (6 squares)
    Melee deep crystal dagger +1 (1d4/19-20) or
    Ranged deep crystal dagger +4 (1d4/19-20, 10 ft.)
    Base Atk +1; Grp +1
    Atk Options Point Blank Shot, Precise Shot
    Combat Gear dorje of psionic minor creation, dorje of crystal shard, potion of cure light wounds (3)
    pp/day 15
    Powers Known (ML 3):
    2nd (3pp) - swarm of crystals (Ref DC 15 half, 3d4 slashing, augmentable), psionic repair damage (3d8+3, Will DC 15 negates, harmless, augmentable)
    1st (1pp) – crystal shard (+3 ranged touch, 1d6 piercing, augmentable), far hand (augmentable), entangling ectoplasm (+3 ranged touch, augmentable), force screen (+4 shield bonus, augmentable), astral construct (augmentable)
    Abilities Str 10, Dex 15, Con 12, Int 17, Wis 13, Cha 15
    SQ Human racial traits, psionics, metacreativity discipline, astral construct (Improved Slam Attack [1d8], Mobility, Cleave)
    Feats Point Blank Shot, Boost Construct (2), Precise Shot
    Skills Bluff +8, Concentration +6, Hide +5, Knowledge (psionics) +9, Psicraft +9, Use Psionic Device +8
    Possessions combat gear plus traveler’s outfit, deep crystal dagger, superior pack, ink (vial), inkpen, winterblanket, book, 4gp, 8sp

    Deity: None Ht. 5’4” Wt. 130 Eyes Blk Hair Short auburn

    Nia Niakins Ranni Scytaran Ladys Ladysfrin Jeweler, 52 CR 3
    Female hill gnome Bard 3
    NG Small humanoid (Gnome)
    Init +7; Senses Listen +9, Spot +1; low-light vision
    Languages Gnomish, Low Elven, Mercaani
    AC 17 (+3 Dex, +3 class, +1 size), touch 14, flat-footed 14; Combat Expertise
    vp 18 (3 VD); wp 13, DR3
    Resist Will +6 vs. illusion effects
    Fort +2, Ref +6, Will +4
    Speed 20 ft. (4 squares)
    Melee masterwork quarterstaff +3 (1d4-1) or
    Melee masterwork dagger +3 (1d3-1/19-20) or
    Ranged masterwork light crossbow +7 (1d6/19-20, 80 ft.) or
    Ranged masterwork dagger +7 (1d3-1/19-20, 10 ft.)
    Base Atk +2; Grp -3
    Special Actions bardic music 3/day
    Combat Gear 4 potions of bull’s strength, 6 potions of cure light wounds
    Spells Known (CL 3):
    1st (2/day) - identify, sleep (Will DC 14 negates), hideous laughter (Will DC 14 negates)
    0 (3/day) – dancing lights, daze (Will DC 13 negates), detect magic, mending, prestidigitation, read magic
    Abilities Str 8, Dex 16, Con 13, Int 14, Wis 12, Cha 16
    SQ Hill gnome racial traits, bardic knowledge +5, bardic music 3/day (countersong, fascinate, inspire courage +1, inspire competence), bard spells
    Feats Improved Initiative, Combat Expertise
    Skills Appraise +8, Bluff +9, Concentration +7, Diplomacy +13, Listen +9, Perform (sing) +9, Perform (wind instruments) +9, Sense Motive +7
    Possessions combat gear plus MW quarterstaff, MW light crossbow, MW dagger, traveler’s outfit, entertainer’s outfit, bolts (20), flute, MW studded leather armor, 78gp

    Deity: None Ht. 3’1” Wt. 38lb. Eyes Blue Hair Black

    Rosan, 17 CR 3
    Female human Rogue 1/Cleric 2 (Fortuna)
    CG Medium humanoid (Human)
    Init +3; Senses Listen +7, Spot +7
    Aura chaotic good cleric
    Languages Gnomish, Chaic, Mercaani
    AC 16 (+3 Dex, +3 class), touch 13, flat-footed 13; Dodge
    vp 23 (3 VD); wp 13, DR2
    Fort +4, Ref +5, Will +6
    Speed 30 ft. (6 squares)
    Melee +1 punching dagger +5 (1d4+2/x2) or
    Melee masterwork punching dagger +5 (1d4+1/x2) or
    Melee +1 punching dagger and masterwork punching dagger +3/+3 (1d4+2/1d4/x2) or
    Ranged dagger +4 (1d4+1/19-20, 10 ft.)
    Base Atk +1; Grp +2
    Atk Options sneak attack +1d6
    Special Actions turn undead 5/day
    Spells Prepared (CL 2):
    1st - conceive/contraceive (domain spell), magic stone, sanctuary (Will DC 14 negates), shield of faith
    0 – guidance (2), virtue (2)
    Abilities Str 12, Dex 17, Con 13, Int 15, Wis 16, Cha 14
    SQ Sneak attack +1d6, trapfinding, turn undead 5/day, domains: Charm, Fertility
    Feats Dodge, Two-Weapon Fighting, Weapon Finesse
    Skills Bluff +7, Concentration +5, Diplomacy +6, Disable Device +6, Hide +7, Knowledge (religion) +4, Listen +7, Move Silently +7, Open Lock +7, Profession (prostitute) +7, Search +6, Sense Motive +7, Spot +7
    Possessions MW punching dagger, +1 punching dagger, dagger, leather armor, traveler’s outfit, tent, bedroll, winter blanket, 52gp, 4sp

    Ht. 6’1” Wt. 195lb. Eyes Violet Hair Red-Orange-Gold

    Tohaku Otomo, 131 CR 3
    Male common elf Ranger 3
    NG Medium humanoid (Elf)
    Init +3; Senses Listen +9, Spot +9; low-light vision
    Languages Low Elven, Mercaani, Sylvan
    AC 17 (+3 Dex, +4 class), touch 13, flat-footed 14
    vp 24 (3 VD); wp 13, DR 3
    Immune sleep effects
    Resist Will +4 vs. enchantment and telepathy effects
    Fort +4, Ref +6, Will +2
    Speed 30 ft. (6 squares)
    Melee masterwork scimitar +6 (1d6+2/18-20) or
    Melee paired masterwork scimitars +4/+4 (1d6+2/1d6+1/18-20) or
    Ranged masterwork composite longbow (+2 Str) +7 (1d8+2/x2, 110 ft.)
    Base Atk +3; Grp +5
    Atk Options combat style, favored enemy (monstrous humanoids) +2
    Combat Gear potion of protection from arrows (10/magic), potion of cure moderate wounds (2), potion of cure light wounds (10)
    Abilities Str 15, Dex 17, Con 13, Int 13, Wis 13, Cha 12
    SQ Elf racial traits, favored enemy (monstrous humanoids) +2, wild empathy, combat style (two weapons)
    Feats Weapon Finesse, Track, Endurance, Slashing Blades
    Skills Climb +8, Heal +7, Hide +9, Listen +9, Move Silently +9, Spot +9, Survival +7
    Possessions combat gear plus MW scimitars (2), MW composite longbow (+2 Str), arrows (20), traveler’s outfit, MW studded leather armor, bedroll, tent, winter blanket, 17gp, 6sp

    Deity: Solaan, Naturan, Mariko Ht. 6’2” Wt. 200lb. Eyes Green Hair Brown

    Iames Osari, the Child of Passion

    Iames was born to a nomadic human tribe of Mothga’s Wastes. Orphaned, he was rescued by the Seven and brought to Enkidu City, where he was adopted and raised by the Osari family. He played often with Aerin, Kira, and Kael, and ended up joining Seven Paths Academy with them.

    Iames Osari, 18 CR 3
    Male human Monk 1//Telepath 1//Wilder 1
    LN//CE//NG Medium humanoid (Chaos, Evil, Good, Human, Law, Psionic)
    Init +8; Senses Listen +8, Spot +8
    Languages Arcanic, Auran, Daemic (D), Low Elven, Mercaani
    AC 21 (+4 Dex, +4 Wis, +3 class), touch 18, flat-footed 17; Dodge
    vp 16 (1 VD); wp 14
    Fort +4, Ref +6, Will +6
    Speed 30 ft. (6 squares)
    Melee unarmed strike +2 (1d6+2) or
    Melee flurry +0/+0 (1d6+2)
    Base Atk +0; Grp +2
    Atk Options Combat Reflexes, flurry of blows
    AP 5 (1d6)
    pp/day 13
    Powers Known (ML 1):
    1st (1pp) empathy (Will DC 15 negates, harmless, augmentable), energy ray (+4 ranged touch, augmentable), mind thrust (1d10 damage, Will DC 15 negates, augmentable), psionic charm (Will DC 15 negates, augmentable)
    Abilities Str 15, Dex 18, Con 14, Int 16 (18[D]/16[L]), Wis 18 (18[D]/18[L]), Cha 10 (16[D]/18[L])
    SQ Human racial traits, unarmed strike, flurry of blows, Child of Passion, wild surge +2, psychic enervation, psionic powers, kazejutsu style
    Feats Improved Unarmed Strike, Combat Reflexes, Improved Initiative, Dodge, Psionic Talent x2(D,D), Psionic Body(L)
    Skills Autohypnosis +8(L), Balance +8, Bluff +8(L), Climb +6, Concentration +6(D), Craft (alchemy) +8(D), Decipher Script +6(D), Diplomacy +8(L), Escape Artist +8(L), Gather Information +6(L), Hide +8, Intimidate +5(D), Jump+8, Knowledge (history) +8(D), Knowledge (psionics) +8(D), Listen +8, Move Silently +8, Psicraft +8(D), Sense Motive +8(L), Spot +8(L), Tumble +8, Use Psionic Device +6(L)
    Possessions monk’s outfit, cloak, superior pack, tent

    Child of Passion:
    Fractured Mind (Ex): For reasons not quite understood but definitely related to his being the Child of Passion, Iames has three distinct splinter personalities: the Dark, the Light, and "just-Iames". The Dark (CE Telepath) and the Light (NG Wilder) are intensifications of Iames's sadistic, predatory instincts and his loving, compassionate nature, respectively, while "just-Iames", the primary personality, is everything else. Since each splinter personality shares the others' experiences, the Dark's and the Light's class levels advance in step with "just-Iames's"; however, Iames gains only 80% of the normal number of experience points. For the purposes of determining base attack bonus, save bonuses, and VD, use "just-Iames's" class level. Each splinter personality has its own mental ability scores, skills, feats, and languages, which are marked (D) for the Dark and (L) for the Light. Unmarked ability scores, skills, and feats are "just-Iames's". Iames's Challenge Rating is equal to 1.5 x Vitality Dice (round down) + 2. Iames can switch between splinter personalities as a free action. When Iames is subject to a schism effect, his mind splits into three parts, and he does not suffer any loss of ML.
    Cherished Memory (Su): Once per day as a full-round action which provokes attacks of opportunity, Iames can copy and absorb part of another being's psyche. In order to do so, Iames must establish physical and telepathic contact with his intended target and maintain contact for the round. Iames must then make a Concentration check against DC 20. If the check fails or the physical or telepathic contact is broken, the attempt fails and the ability is spent for the day. His target then makes a Will save against a DC of 10 + 1/2 Iames's VD + Iames the Light's Charisma modifier. Unconscious and/or dying targets automatically fail their Will saves. If the target's Will save fails, Iames can copy one of the following from the target's mind:
    • A feat possessed by the target which A) Iames does not possess, B) stacks with itself, or C) pertains to a different skill or weapon than the feat Iames already possesses. Iames need not meet any prerequisites of the feat in order to absorb it, though he cannot use the feat until he meets the prerequistes, as normal.
    • A skill possessed by the target. Iames gains ranks in that skill equal to the difference between the target's ranks and the ranks he currently possesses, but only up to the maximum number of ranks in that skill that he could normally possess.
    • A psionic power known by the target and of a level that Iames can manifest, even if it is from another class and/or specialty.
    Channel Passion (Su): As the Child of Passion, Iames is capable of psionically channeling pure positive energy or pure negative energy when manifesting an energy power. Positive (or negative) energy deals +3 points of damage per die to undead (or living) creatures, while living (or undead) creatures are healed an equivalent amount. Any amount healed in excess of a creature's normal HP is added to HP as temporary HP. Each round in which a creature has temporary HP as a result of receiveing positive or negative energy in this way, that creature must make a Fortitude save against a DC equal to the difference between their normal HP and their current HP. On a failed save, the creature explodes due to an overload of energy and is dead. For the purposes of detect evil and similar spells, Iames possesses auras as if he were an outsider. Finally, as an embodiment of the power of passion, Iames's wild surge, surging euphoria, and volatile mind abilities function 1 point higher than normal, and his psychic enervation ability is modified as follows: instead of becoming dazed and losing power points, Iames may choose to take 1d8 points of damage per manifester level added. Iames’s manifester level is equal to his HD plus his divine rank; he does not add his divine rank as a bonus on manifester level checks.
    Epic Destiny (Su): Once the conditions laid out by the Prophecy of the Child of Passion are fulfilled, Iames gains divine rank 21. The resulting changes in Iames's statistics are not incorporated into these statistics.

    Iames’s Advancement Path
    {table="head"]Lvl|Iames|the Dark|the Light|Ability Bonuses; Feats; Powers
    2|Mnk 2|Telepath 2|Wilder 2|Combat Expertise (B), Exotic Weapon Proficiency (firearms) (A); defensive precognition, offensive precognition, telempathicprojection
    3|Mnk 3|Tel 3|Wld 3|Mobility, Psionic Fist (D), Improved Quickness (L); energy push, read thoughts
    4|Mnk 4|Tel 4|Wld 4|Str +1; detect psionics, psychic torture, psionic suggestion
    5|Mnk 5|Tel 5|Wld 5|Psicrystal Affinity (nimble) (D,B); body adjustment, energy bolt
    6|Mnk 6|Tel 5/Meta 1|Wld 6|Defensive Strike (B), Spring Attack, Expanded Knowledge (psionic repair damage) (D), Weapon Finesse (L); psionic repair damage, touchsight
    7|Mnk 7|Tel 5/Meta 2|Wld 7|Danger sense, offensive prescience
    8|Mnk 8|Tel 6/Meta 2|Wld 8|Dex +1; energy wall, mind link, psionic dimension door
    9|Mnk 9|Tel 6/Meta 3|Wld 9|Whirlwind Attack, Greater Psionic Fist (D), Psionic Meditation (L)
    10|Mnk 10|Tel 7/Meta 3|Wld 10|Hostile empathic transfer, telekinetic force, telekinetic thrust
    11|Mnk 11|Tel 7/Meta 4|Wld 10/Thrallherd 1|Energy ball (A), mind probe, psychic crush
    12|Mnk 12|Tel 8/Meta 4|Wld 10/Thrl 2|Dex +1; Elusive Target, Inquisitor (D), Psionic Dodge (L); solicit psicrystal, telekinetic maneuver
    13|Mnk 13|Tel 8/Meta 5|Wld 10/Thrl 3|Psionic true seeing
    14|Mnk 14|Tel 9/Meta 5|Wld 10/Thrl 4|Crystallize (A), power resistance,
    15|Mnk 15|Tel 9/Meta 6|Wld 10/Thrl 5|Improved Critical (unarmed strike), Frightful Presence (D), Action Boost (L); aura alteration, correspond, psionic disintegrate, psionic dominate
    16|Mnk 16|Tel 10/Meta 6|Wld 10/Thrl 6|Wis +1, Int +1 (D), Cha +1 (L); Psicrystal Containment (D,B)
    17|Mnk 17|Tel 10/Meta 7|Wld 10/Thrl 7|True metabolism
    18|Mnk 18|Tel 10/Meta 8|Wld 10/Thrl 8|Improved Feint, Expanded Knowledge (psionic fly) (D), Sidestep Charge(L); energy conversion, psionicfly, psionic greater teleport
    19|Mnk 19|Tel 10/Meta 9|Wld 10/Thrl 9|Reality revision
    20|Mnk 20|Tel 10/Meta 10|Wld 10/Thrl 10|Wis +1, Int +1 (D, Holy Tongue, Use Psionic Device), Cha +1 (L); ultrablast[/table]
    Last edited by Lord Iames Osari; 2007-02-11 at 09:40 PM.

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    Default Re: Chapter 10: Monsters and NPCs [TCS]

    Jiro Kimura
    Jiro Kimura was a young, up-and-coming politician in Enkidu City when he married Hana Zohar, the sister of Ossian Zohar, the head of the influential House Zohar. Between the influence of his brother-in-law and his own charisma, he managed to attain the office of the Elector of Enkidu while still fairly young. Unfortunately, Ossian, transformed into a vampire by a dark ritual, tried to gain greater control of the city-state by biting his brother-in-law at a social function. He succeeded in draining enough blood to begin the transformation into a vampire, but the Seven interrupted the transformation and slew Ossian and Karanette was able to perform a ritual that preserved Kimura's goodness. Kimura resumed his duties after promising to lay down the lifetime appointment of the Electorship in 5 years. After his resignation, he took over House Zohar, now renamed House Kimura, and began using its wealth to contribute to the war effort, finding enough spare time and funds to start a small private library.


    Jiro Kimura, 63 CR 19
    Male vampire (half-elf) Bard 17
    NG Medium undead (Elf)
    Init +8; Senses Listen +31, Spot +31; low-light vision, darkvision 60 ft.
    Languages Ancient Mercaani, Arcanic, Dwarven, Giant, Gnomish, Goblin, Low Elven, Mercaani, Orc, Sylvan, Yuan-ti
    AC 29 (+4 Dex, +9 class, +6 natural), touch 14, flat-footed 25; Combat Expertise, Dodge
    vp 187 (17 VD); wp 18, fast healing 5, DR 10/silver and magic
    Immune undead immunities
    Resist turn resistance +4, resistance to cold and electricity 10
    Fort +5, Ref +16, Will +14
    Weakness vampire weaknesses
    Speed 30 ft. (6 squares)
    Melee +3 keen merciful rapier +20/+15/+10 (1d6+8/15-20) or
    Melee +1 returning dagger +19/+14/+9 (1d4+6/19-20) or
    Ranged +1 returning dagger +18/+13/+8 (1d4+6/19-20, 10 ft.)
    Base Atk +12; Grp +17
    Atk Options Combat Reflexes, Improved Disarm
    Combat Gear potion of inflict light wounds (5), potion of inflict moderate wounds (4), potion of inflict serious wounds (3), potion of inflict critical wounds (2)
    Spells Known (CL17):
    6th (1/day) - analyze dweomer, animate objects, shout, greater (10d6 sonic, Fort DC 20 partial or Ref DC 20 negates, object)
    5th (3/day) - dream, heroism, greater; mislead, song of discord
    4th (4/day) - cure critical wounds, hold monster (Will DC 18 negates),legend lore, zone of silence
    3rd (5/day) - charm monster (Will DC 17 negates), dispel magic, good hope, illusory script
    2nd (5/day) - cure moderate wounds, detect thoughts (Will DC 16 negates), heroism, locate object, tongues
    1st (5/day) - alarm, charm person (Will DC 15), comprehend languages, cure light wounds, identify
    0 (4/day) detect magic, light, mage hand, mending, prestidigitation, read magic
    Abilities
    Str 20, Dex 18, Con ~, Int 16, Wis 18, Cha 18
    SQ DR 10/silver and magic, turn resistance +4, resistance to cold and electricity 10, gaseous form, alternate form, fast healing 5, spider climb, blood drain, children of the night, dominate (Will DC 22), create spawn, vampire weaknesses, half-elf traits, (bardic knowledge +22, bardic music 17/day (countersong, fascinate, inspire courage +3, inspire competence, suggestion, inspire greatness, song of freedom, inspire heroics)
    Feats Dodge, Combat Expertise, Improved Disarm, Improved Initiative, Leadership (14), Quick Draw, Combat Reflexes, Lightning Reflexes, Alertness, Open Mind (2)
    Skills Bluff +32, Diplomacy +30, Gather Information +24, Hide +12, Knowledge (royalty and nobility) +20, Knowledge (history) +20, Listen +31, Move Silently +12, Perform (oratory) +24, Profession (librarian) +14, Search +11, Sense Motive +32, Speak Language (Arcanic, Giant, Gnomish, Goblin, Sylvan, Yuan-ti), Spot +31
    Possessions combat gear plus +3 keen merciful rapier, +1 returning dagger (3), noble’s outfit (with jewelry), Kimura signet ring, spell component pouch
    Assets Kimura Private Library, Kimura family estate resources, contacts (government, Seven Paths)

    Deity: The Three Goddesses, Solaan Ht. 5’11” Wt. 155lb Eyes Brown Hair Blond

    Lady Ariaj
    Lady Ariaj is one of the Dark Lord's most trusted lieutenants. She commands his armies, seeing that they are disciplined and well-trained. She is also the Dark Lord's lover. She is utterly devoted and loyal to the Dark Lord. She served as an ambassador to Enkidu at one point, buying time for the Dark Lord to install the recovered Mothga's Lightning device on his floating castle, Fortress Tanagr.


    Lady Ariaj, 34 CR 20
    Female vampire (human) Swashbuckler 8/Duelist 10
    LE Medium undead (Augmented Human)
    Init +17; Senses Listen +11, Spot +11; darkvision 60ft.
    Languages Daemic, Low Elven, Mercaani, Orc
    AC 48 (+9 Dex, +3 Int, +10 class, +11 natural, +5 deflection), touch 27, flat-footed 36; Combat Expertise, Deflect Arrows, Dodge, Mobility; canny defense, dodge bonus +1, elaborate parry +10, enhanced mobility
    vp 198 (18 VD); wp 19, fast healing 5, DR 8, 10/silver and magic
    Immune undead immunities
    Resist evasion, resistance to cold 10, resistance to electricity 10, turn resistance+4; SR/PR 21
    Fort +9, Ref +23, Will +8
    Weakness vampire weaknesses
    Speed 30ft. (6squares)
    Melee +6 unholy vicious wounding cold iron rapier +34/+29/+24/+19 (1d6+16/15-20/x3) or
    Melee slam +27 (1d6+7 plus energy drain)
    Base Atk +18; Grp +25
    Atk Options Acrobatic charge, blood drain, Combat Reflexes, energy drain, insightful strike, precise strike +2d6, Spring Attack, Whirlwind Attack
    Special Actions Alternate form, gaseous form
    Combat Gear brooch of shielding (101 points), boots of teleportation, cube of force, custom necklace of fireballs (2d6 x6, 3d6 x10, 4d6 x8, 5d6 x7, 6d6 x5, 7d6 x5, 8d6 x3, 9d6 x3, 10d6 x2)
    Abilities Str 24, Dex 28, Con ~, Int 17, Wis 17, Cha 19
    SQ Grace +1, insightful strike, dodge bonus+1, Acrobatic charge, improved flanking, canny defense, improved reaction +4, enhanced mobility, grace, precise strike +2d6, elaborate parry+10, alternate form, fast healing 5, gaseous form, resistance to cold 10, resistance to electricity 10, spider climb, turn resistance +4, blood drain, children of the night, dominate, create spawn, energy drain, darkvision 60ft.
    Feats Weapon Focus (rapier), Dodge, Mobility, Spring Attack, Weapon Finesse, Combat Expertise, Whirlwind Attack, Alertness, Combat Reflexes, Lightning Reflexes, Improved Initiative, Improved Critical (rapier), Augment Critical (rapier), Deflect Arrows
    Skills Bluff +34, Diplomacy +25, Hide +12, Intimidate +17, Knowledge (war) +14, Listen +11, Move Silently +14, Perform (weapon drill) +20, Search +11, Sense Motive +33, Spot +11, Tumble +28
    Possessions combat gear plus noble’s outfit, signet ring, +6 unholy vicious wounding cold iron rapier, bracers of armor 8, ring of protection +5, ring of evasion, amulet of natural armor +5, gloves of Dexterity +6, mantle of spell resistance, $203,310 in Kharmathi Bholiz treasure vaults

    Deity: Xarakh Nam Ht. 5’10” Wt. 190 lb. Eyes Brn Hair Bald (Blnd)
    Last edited by Lord Iames Osari; 2007-01-11 at 12:04 PM.

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    Default Re: Chapter 10: Monsters and NPCs [TCS]

    yup, this one too.

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    Default Re: Chapter 10: Monsters and NPCs [TCS]

    Gee, how many spaces do you think this chapter will take?

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    Default Re: Chapter 10: Monsters and NPCs [TCS]

    Way, way, way too many.

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    Default Re: Chapter 10: Monsters and NPCs [TCS]

    If I end up having too many, I'll just delete the extras.

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    Default Re: Chapter 10: Monsters and NPCs [TCS]

    Okay, this should probably be enough.

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    Default Re: Chapter 10: Monsters and NPCs [TCS]

    A note on roman numeral numbering... 8 - VIII, 9 - IX.

    Not sure if you've balance-tested the constructs or not, but you have three varients, all at CR 1, but a Mk III is a somewhat harder fight then a Mk I, with higher VP and chance to hit.

    Also a question, though I haven't done the research... the Mk I has a +4 to listen/spot, while the next versions lose 8 points in each skill and have a -4...

    Otherwise, I think you were in a hurry and went through and bolded any time AC was together (including in words), Init (in words), feats (outside the table), Fort (in words) Will (in words).

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    Default Re: Chapter 10: Monsters and NPCs [TCS]

    Yes, I know. If you had hundreds of pages of computer gibberish mixed in with actual gaming stats to sort through just for this single chapter, you might be inclined to use the "Find/Replace" command, too.

    On the Roman numerals - the real Ancient Romans also wrote out IIII instead of IV. If we're allowed to be lazy there, I fail to see why I can't save space, ink, and effort by typing IIX instead of VIII.

    The Spot and Listen mods are just typos. And no, I haven't playtested the constructs. This is a work in progress, so the CRs can be adjusted.

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