Damage / Current HP. Crit: 3 2-hand, S, Reach. Crit: 19-20/ 2 1-hand, S. Crit: 2 Light, P. Crit: 3 Rng: 110' 2-hand, P
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1 Male human fighter 11 - CR 10 True Neutral Humanoid (Human); Age: 18; Height: 5' 9"; Weight: 175lb. STR STRENGTH 16/18 +3/+4 DEX DEXTERITY 14 CON CONSTITUTION 12 INT INTELLIGENCE 14 WIS WISDOM CHA CHARISMA FORTITUDE 0 = (CONSTITUTION) +7 REFLEX (DEXTERITY) +7 = +3 AC Ability Score Modifier orary Saving Throw (WISDOM) +5 = +3 Bravery : +3 vs. fear WILL Touch AC Armor Shield Dex 24 = 0 14 Flat-Footed AC Mobility: +4 Dodge bonus vs. Attacks of Opportunity because you moved out of or within a threatened area BAB Strength CM Bonus CM Defense Captain Sempronia glaive Both hands: 9/4/+9, 1d101 longsword Main hand: 6/1/+6, 1d8+5 Both hands: 6/1/+6, 1d8+7 Cold Iron armor spikes Main hand: 5/0/+5, 1d6+4 Composite longbow (Str +0) Natur Deflec Dodge Ranged, both hands: 4/+9/+4, 1d = BAB Strength Dexterity 29 = See the AC section (above) for situational modifiers that may also apply to CMD Base Attack Initiative Speed Base 1 HP ft Ability Resist Notes Damage / Current HP Crit: 3 2-hand, S, Reach Crit: 19-20/ 2 1-hand, S Light, P Crit: 3 Rng: 110' 2-hand, P Skill Name Ability Ranks Acrobatics +0 DEX (2) - Appraise INT (2) - Bluff +0 CHA (0) - Climb STR (4) - Diplomacy +5 CHA (0) 5 Disguise +0 CHA (0) - Escape Artist +0 DEX (2) - Fly +0 DEX (2) - Handle Animal +5 CHA (0) 2 Heal +0 WIS (0) - Intimidate 3 CHA (0) 10 Knowledge (dungeoneering) +6 INT (2) 1 Knowledge (engineering) 0 INT (2) 5 Knowledge (history) +4 INT (2) 2 Knowledge (local) +4 INT (2) 2 Knowledge (nobility) +4 INT (2) 2 Perception 0 WIS (0) 10 Profession (soldier) 4 WIS (0) 11 Ride 0 DEX (2) 7 Sense Motive +5 WIS (0) 5 Stealth +0 DEX (2) - Survival +4 WIS (0) 1 Swim STR (4) - Feats Armor Proficiency (Heavy) Armor Proficiency (Light) Armor Proficiency (Medium) Combat Expertise +/-3 Combat Reflexes (3 AoO/round) Disruptive Dodge Improved Vital Strike Lunge Martial Weapon Proficiency - All Mobility Shield Proficiency Simple Weapon Proficiency - All Spellbreaker Spring Attack Tower Shield Proficiency Vital Strike Weapon Focus (Glaive) Weapon Specialization (Glaive) Whirlwind Attack Special Abilities Bravery +3 (Ex) Weapon Training (Bows) (Ex) Weapon Training (Pole Arms) (Ex)
2 0 armor spikes full plate Max Dex: +4, Armor Check: -2 Spell Fail: 35%, Heavy Experience & Wealth Current Cash: You have no money! Gear Weight Carried: 83/300 lbs, Light Load (Light: 100 lbs, Medium: 200 lbs, Heavy: 300 lbs) armor spikes full plate 60 lbs glaive 10 lbs longsword 4 lbs Arrows x lbs Belt of giant strength Cloak of resistance Cold Iron armor spikes 10 lbs Composite longbow (Str +0) 3 lbs Money - Potion of cure light wounds - Ring of protection - Arrows Tracked Resources Potion of cure light wounds Common Goblin Languages Orc Background Generals are the masters of the battlefield, expert and veteran soldiers who conceive and execute tactical plans and inspire their troops on to victory. Generals may command from a rearward vantage point, but when needed, may dive into the fray with sword in hand to turn the tide through sheer puissance. Generals can be used as arena champions, masters of f ighting schools, or elite warriors trained to fight with or against spellcasters. A general is usually accompanied by a knight adjutant, with a lance of four cavalry as bodyguards and messengers (CR 12).
3 Male human expert 4/fighter 5 - CL9 - CR 8 True Neutral Humanoid (Human); Age: 18; Height: 5' 9"; Weight: 175lb. STR STRENGTH 14 DEX DEXTERITY CON CONSTITUTION 14 INT INTELLIGENCE 8-1 WIS WISDOM 12 CHA CHARISMA FORTITUDE (CONSTITUTION) +7 = +5 REFLEX +6 = (DEXTERITY) AC Ability Score Modifier orary Saving Throw WILL (WISDOM) +6 = +5 Bravery : vs. fear Touch AC CM Bonus CM Defense Armor Shield Dex 21 = Base Attack Initiative Speed 14 Duke Ron Base +4 Flat-Footed AC BAB Strength shortsword Main hand: 5/0, 1d6+6 Main w/ offhand: 1/+6, 1d6+6 Main w/ light off.: 3/+8, 1d6+6 Offhand: 3/+8, 1d6+5 shortsword Main hand: 5/0, 1d6+6 Main w/ offhand: 1/+6, 1d6+6 Main w/ light off.: 3/+8, 1d6+6 Offhand: 3/+8, 1d6+5 Improvised Weapon Natur Deflec Dodge 17 0 = BAB Strength Dexterity 24 = HP ft Ability Resist Notes Damage / Current HP Crit: 17-20/ 2 Light, P Crit: 17-20/ 2 Light, P Light, B/P/S, Skill Name Ability Ranks Acrobatics 2 DEX (4) 7 Appraise -1 INT (-1) - Bluff +4 CHA (0) 1 Climb +9 STR (2) 4 Craft (ships) +4 INT (-1) 2 Diplomacy +0 CHA (0) - Disguise +0 CHA (0) - Escape Artist DEX (4) - Fly DEX (4) - Heal WIS (1) - Intimidate +5 CHA (0) 2 Knowledge (geography) +3 INT (-1) 1 Knowledge (nature) +3 INT (-1) 1 Linguistics +3 INT (-1) 1 Perception 0 WIS (1) 6 Perform (sing) +4 CHA (0) 1 Perform (wind instruments) +4 CHA (0) 1 Profession (sailor) 2 WIS (1) 8 Profession (siege engineer) +5 WIS (1) 1 Ride DEX (4) - Sense Motive WIS (1) - Stealth DEX (4) - Survival +5 WIS (1) 1 Swim 2 STR (2) 2 Feats Armor Proficiency (Heavy) Armor Proficiency (Light) Armor Proficiency (Medium) Athletic Improved Critical (Shortsword) Improved Two-Weapon Fighting Martial Weapon Proficiency - All Quick Draw Shield Proficiency Simple Weapon Proficiency - All Throw Anything Tower Shield Proficiency Two-Weapon Fighting Weapon Finesse Weapon Focus (Shortsword) Weapon Specialization (Shortsword) Special Abilities Bravery (Ex) Weapon Training (Blades, Light) (Ex)
4 Masterwork heavy crossbow Ranged: +9/+4, 1d10 Ranged, both hands: 3/+8, 1d10 Main hand: +9/+4, 1d3 Both hands: +9/+4, 1d3 Main w/ offhand: +5/+0, 1d3 Main w/ light off.: +7/, 1d3 Offhand: +5/+0, 1d3 +7 Masterwork whip breastplate Crit: 19-20/ 2 Rng: 120' 2-hand, P 1-hand, S, Disarm, Max Dex: +4, Armor Check: -2 Spell Fail: 25%, Medium Experience & Wealth Current Cash: You have no money! Background A first mate is the loyal assistant to a ship s captain. He oversees duties and discipline aboard ship, feared but always respected; he is able to entertain with a sea shanty one moment and ply his trusty lash or flashing cutlasses the next. A first mate could also be the warden of an exotic island prison. Away from their ships, first mates can be found with a traveling merchant quartermaster (CR 9), or a captain (CR 12). Gear Weight Carried: 49/175 lbs, Light Load (Light: 58 lbs, Medium: 116 lbs, Heavy: 175 lbs) breastplate 30 lbs shortsword 2 lbs shortsword 2 lbs Crossbow bolts x10 0.s Everburning torch Feather token (anchor) - Feather token (fan) - - Masterwork heavy crossbow 8 lbs Masterwork whip 2 lbs Money - Musical instrument: Concertina 3 lbs Ring of swimming - Crossbow bolts Feather token (anchor) Feather token (fan) Tracked Resources Aquan Languages Common
5 Male human fighter 4/rogue 3 - CL7 - CR 6 Chaotic Neutral Humanoid (Human); Deity: Besmara; Age: 18; Height: 5' 9"; Weight: 175lb. STR STRENGTH 12 DEX DEXTERITY CON CONSTITUTION 14 INT INTELLIGENCE 13 WIS WISDOM 8-1 CHA CHARISMA FORTITUDE +8 = (CONSTITUTION) +5 REFLEX (DEXTERITY) +9 = Trap Sense : bonus vs. traps AC Ability Score Modifier orary Saving Throw WILL (WISDOM) = Bravery : vs. fear Touch AC 19 = Trap Sense : bonus vs. traps CM Bonus CM Defense Kitty the Cantankerous Armor Shield Dex +4-1 pistol Flat-Footed AC BAB Ranged: 1/+6, 1d8 Ranged, both hands: 1/+6, 1d8 rapier Main hand: 2/+7, 1d6+4 Both hands: 2/+7, 1d6+4 Sap Main hand: 0/+5, 1d6 Dexterity Natur Deflec Dodge 15 0 = = See the AC section (above) for situational modifiers that may also apply to CMD Base Attack Initiative Speed Base BAB Strength Dexterity +6 HP ft Ability Resist Notes Damage / Current HP Crit: 4 Rng: 20' 1-hand, B/P Crit: 18-20/ 2 1-hand, P Light, B, Nonlethal Skill Name Ability 4 DEX (4) +5 INT (1) 2 CHA (0) +5 STR (1) +0 CHA (0) 1 DEX (4) 4 CHA (0) 0 DEX (4) +4 DEX (4) -1 WIS (-1) +4 CHA (0) +7 WIS (-1) Trapfinding: to locate traps +9 DEX (4) -1 WIS (-1) +8 DEX (4) 4 DEX (4) -1 WIS (-1) +5 STR (1) Ranks Acrobatics 7 Appraise 1 Bluff 7 Climb 1 Diplomacy - Disable Device 3 Disguise 7 Escape Artist 3 Fly - Heal - Intimidate 1 Perception 5 Ride 2 Sense Motive - Sleight of Hand 1 Stealth 7 Survival - Swim 1 Feats Agile Maneuvers Armor Proficiency (Heavy) Armor Proficiency (Light) Armor Proficiency (Medium) Combat Expertise +/-2 Deceitful Exotic Weapon Proficiency (Firearms) Improved Feint Martial Weapon Proficiency - All Quick Draw Rapid Reload (Pistol) Rogue Weapon Proficiencies Shield Proficiency Simple Weapon Proficiency - All Tower Shield Proficiency Weapon Finesse Weapon Focus (Rapier) Weapon Specialization (Rapier) Special Abilities Bravery (Ex) Evasion (Ex) Sneak Attack d6 Trap Sense (Ex) Trapfinding
6 +5 chain shirt Max Dex: +5, Armor Check: - Spell Fail: 20%, Light Experience & Wealth Current Cash: You have no money! Gear Weight Carried: 36/130 lbs, Light Load (Light: 43 lbs, Medium: 86 lbs, Heavy: 130 lbs) chain shirt 25 lbs pistol 4 lbs rapier 2 lbs Arrows x20 <In: Horse> 0.15 lbs Cloak of resistance Disguise kit (10 uses) <In: Horse> 8 lbs Money - Potion of invisibility - Sap 2 lbs Silk rope <In: Horse> 5 lbs Smokestick 0.5 lbs Thieves' tools Arrows Tracked Resources Disguise kit (10 uses) Potion of invisibility Smokestick Common Languages Halfling Background Highwaymen are notorious outlaws or flamboyant criminals who flaunt the law, prey upon innocent travellers, and revel in the discomfiture their predations have upon the local constabulary. Highwaymen love deception and trickery and elevate taunting to an art form. For highwaymen, the humiliation of an enemy can be more important than a successful heist. Highwaymen can be used as expert spies or scouts, or even as agile gladiators. Two highwaymen might be the bodyguards of a guildmaster (CR 11), while a trio of highwaymen may serve as the henchmen of a bandit lord or bounty hunter (CR 12). A lone highwayman may lead a gang of a dozen bandits (CR 8) or travel with a minstrel and a pair of cavalry for his gang (CR 9).
7 Male human druid 2 - CR 1 Chaotic Neutral Humanoid (Human); Age: 18; Height: 5' 4"; Weight: 140lb. STR STRENGTH DEX DEXTERITY 13 CON CONSTITUTION 14 INT INTELLIGENCE 8-1 WIS WISDOM 12 CHA CHARISMA FORTITUDE (CONSTITUTION) +5 = +3 REFLEX (DEXTERITY) = AC Ability Score Modifier orary Saving Throw WILL (WISDOM) +4 = +3 Touch AC CM Bonus CM Defense Main hand: +5, 1d6+3 Both hands: +5, 1d = +3 Base Attack Initiative Speed Masterwork club Ranged: +3, 1d6+3 Ranged, both hands: +3, 1d6+4 Shortspear Main hand: +4, 1d6+3 Both hands: +4, 1d6+4 Ranged:, 1d6+3 Ranged, both hands:, 1d Armor Shield Dex 12 Sail Master Base Flat-Footed AC BAB Strength Heavy wooden shield Natur Deflec Dodge = BAB Strength Dexterity 16 = HP ft Ability Resist Notes Damage / Current HP Rng: 10' 1-hand, B Rng: 20' 1-hand, P Max Dex: -, Armor Check: -2 Spell Fail: 15%, Shield Skill Name Ability Ranks Acrobatics -1 DEX (1) - Appraise -1 INT (-1) - Bluff +0 CHA (0) - Climb STR (3) - Diplomacy +0 CHA (0) - Disguise +0 CHA (0) - Escape Artist -1 DEX (1) - Fly -1 DEX (1) - Handle Animal +5 CHA (0) 2 Heal +5 WIS (1) 1 Intimidate +0 CHA (0) - Knowledge (geography) +3 INT (-1) 1 Perception +5 WIS (1) 1 Profession (sailor) +5 WIS (1) 1 Ride -1 DEX (1) - Sense Motive WIS (1) - Stealth -1 DEX (1) - Survival +7 WIS (1) 1 Swim +5 STR (3) 1 Feats Armor Proficiency (Light) Armor Proficiency (Medium) Dodge Druid Weapon Proficiencies Shield Focus Shield Proficiency Special Abilities Druid Domain (Weather) Spontaneous Casting Wild Empathy (Ex) Woodland Stride (Ex) Spell-Like Abilities Storm Burst 1d6 nonlethal (4/day) (Sp)
8 Masterwork leather armor Max Dex: +6, Armor Check: - Spell Fail: 10%, Light Current Cash: 45 gp Experience & Wealth Gear Weight Carried: 51/260 lbs, Light Load (Light: 86 lbs, Medium: 173 lbs, Heavy: 260 lbs) Alchemist's fire x4 Amber necklace - Grappling hook 4 lbs Healer's kit Heavy shield bash - Heavy wooden shield 10 lbs Holly and mistletoe - Masterwork club 3 lbs Masterwork leather armor 15 lbs Money 0.9 lbs Rope 10 lbs Scroll of cure light wounds - Scroll of cure light wounds - Scroll of entangle - Scroll of entangle - Shortspear 3 lbs Alchemist's fire Healer's kit Masterwork club Shortspear Common Tracked Resources Languages Spells & Powers Druidic Druid spells memorized (CL 2nd; concentration +3) Melee Touch +4 Ranged Touch 1st cure light wounds, jump, obscuring mist D, shillelagh (DC 12) 0th (at will) flare (DC 11), know direction, light, stabilize [D] Domain spell; Domain Weather Background Mastery of the wind and weather is a boon on any ship, and many northern druids thus serve as captains, navigators, and battle support.
9 Male human (Taldan) rogue 3 - CR 2 Neutral Evil Humanoid (Human); Age: 18; Height: 5' 9"; Weight: 175lb. STR STRENGTH 15 DEX DEXTERITY 13 CON CONSTITUTION INT INTELLIGENCE WIS WISDOM 12 CHA CHARISMA 8-1 FORTITUDE (CONSTITUTION) +4 = REFLEX +4 = +3 (DEXTERITY) +3 Trap Sense : bonus vs. traps AC Ability Score Modifier orary Saving Throw WILL (WISDOM) = Touch AC 15 = 12 Trap Sense : bonus vs. traps CM Bonus CM Defense Armor Shield Dex Masterwork light crossbow Ranged:, 1d8 Ranged, both hands: +4, 1d8 Main hand: +4, 1d6 Taldor: Privateer Flat-Footed AC BAB Shortsword Strength Natur Deflec Dodge = = 10 - See the AC section (above) for situational modifiers that may also apply to CMD Base Attack Initiative Speed Base BAB Strength Dexterity HP ft Ability Resist Notes Damage / Current HP Crit: 19-20/ 2 Rng: 80' 2-hand, P Crit: 19-20/ 2 Light, P Skill Name Ability 0 DEX (1) +4 INT (0) -1 CHA (-1) 0 STR (2) -1 CHA (-1) -1 CHA (-1) DEX (1) DEX (1) WIS (1) +5 CHA (-1) +5 INT (0) INT (0) +6 INT (0) +7 WIS (1) Trapfinding: to locate traps +7 WIS (1) DEX (1) WIS (1) +5 DEX (1) WIS (1) 0 STR (2) Ranks Acrobatics 3 Appraise 1 Bluff - Climb 3 Diplomacy - Disguise - Escape Artist - Fly - Heal - Intimidate 3 Knowledge (local) 2 Knowledge (nature) 2 Linguistics 3 Perception 3 Profession (sailor) 3 Ride - Sense Motive - Stealth 1 Survival - Swim 3 Feats Armor Proficiency (Light) Athletic Dodge Rogue Weapon Proficiencies Simple Weapon Proficiency - All Skill Focus (Acrobatics) Special Abilities Evasion (Ex) Ledge Walker (Ex) Sneak Attack d6 Trap Sense (Ex) Trapfinding Leather armor Max Dex: +6, Armor Check: - Spell Fail: 10%, Light
10 Masterwork buckler Max Dex: -, Armor Check: - Spell Fail: 5%, Shield Experience & Wealth Current Cash: You have no money! Gear Weight Carried: 28/200 lbs, Light Load (Light: 66 lbs, Medium: 133 lbs, Heavy: 200 lbs) Crossbow bolts x20 0.s Harrow Deck - Leather armor 15 lbs Masterwork buckler 5 lbs Masterwork light crossbow 4 lbs Money - Shortsword 2 lbs Crossbow bolts Tracked Resources Common Kelish Languages Osiriani Vudrani
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