Advanced Iconics - Iconic character builds for base classes from the Advanced Players’ Guide and Ultimate books, written by Cartmanbeck
Damiel - Iconic Alchemist 1 CR1
Damiel - Iconic Alchemist 7 CR7
Damiel - Iconic Alchemist 12 CR12
Alain, Iconic Cavalier 12 CR12
Imrijka, Iconic Inquisitor 1 CR1
Imrijka, Iconic Inquisitor 7 CR7
Imrijka, Iconic Inquisitor 12 CR12
Alahazara, Iconic Oracle 1 CR1
Alahazara, Iconic Oracle 7 CR7
Alahazara, Iconic Oracle 12 CR12
Balazar, Iconic Summoner 1 CR1
Balazar, Iconic Summoner 7 CR7
Balazar, Iconic Summoner 12 CR12
Seltyiel - Iconic Magus 1 CR 1
Seltyiel - Iconic Magus 7 CR 7
Seltyiel - Iconic Magus 12 CR 12
Lirianne - Iconic Gunslinger 1
Lirianne - Iconic Gunslinger 7
Lirianne - Iconic Gunslinger 12
Elf Alchemist 1
CN Medium humanoid (elf)
Init +4; Senses low-light vision, Perception +4
DEFENSE
AC 20, touch 15, flat-footed 15 (+3 armor, +5 Dex, +2 natural)
hp 9 (1d8+1)
Fort +3, Ref +7, Will -2; +2 vs. enchantments
Immune sleep
OFFENSE
Speed 30 ft.
Melee rapier +1 (1d6+1/18-20) or dagger +1 (1d4+1/19-20)
Ranged sling +5 (1d4+1) or bomb +5 (1d6+4 fire) or thrown splash weapon +5 (by weapon +4)
Special attacks bomb 5/day (1d6+4 fire, DC 14), throw anything
Alchemist Extracts Prepared (CL 1st; concentration +5)
1st—enlarge person, true strike
TACTICS
Before Combat Damiel uses his mutagen to improve his Dexterity. This bonus has been included in his statistics above.
During Combat Damiel prefers to keep his distance, using his bombs from range and trying to hit groups of enemies with splash damage whenever possible. If Damiel is cornered he will draw his rapier and try to position himself to retreat to bomb-throwing distance once more.
Base Statistics Without the benefit of his mutagen, Damiel’s statistics are as follows: Dex 16, Wis 8, Init +2, AC 16, touch 13, Ref +5, Will -1, sling +3 or bomb +3 or thrown splash weapon +3, CMD 14, Disable Device +6, Perception +5, Sleight of Hand +7
STATISTICS
Str 12, Dex 20, Con 12, Int 18, Wis 6, Cha 10
Base Atk +0; CMB +1; CMD 16
Feats Brew Potion, Skill Focus (Craft [Alchemy]), Throw Anything
Traits (RotRL) Goblin Watcher, Accelerated Drinker
Skills Appraise +8, Climb +0, Craft (alchemy) +13, Disable Device +8, Heal +3, Knowledge (nature) +8, Perception +4, Sleight of Hand +9, Spellcraft +8 (+10 to identify magic items), Use Magic Device +4
Languages Common, Draconic, Elven, Gnome, Goblin, Ignan
SQ alchemy, elven magic, extract, mutagen, weapon familiarity
Combat Gear potion of cure light wounds, potion of shield, acid, alchemist’s fire (2), mutagen (Dexterity), oil flasks (5), tanglefoot bag, thunderstone; Other Gear studded leather armor, dagger, rapier, sling with 10 bullets, alchemist’s kit, backpack, formula book (contains all prepared extracts, plus cure light wounds, expeditious retreat, and shield), rations (4), sunrods (3), thieves’ tools, tindertwigs (6), various and sundry inebriants and intoxicants, 2 gp
Elf Alchemist 7
CN Medium humanoid (elf)
Init +5; Senses low-light vision, Perception +10
DEFENSE
AC 21, touch 16, flat-footed 16 (+3 armor, +2 natural, +5 Dex, +1 deflection)
hp 42 (7d8+7)
Fort +8, Ref +12, Will +2; +2 vs. enchantments, +4 vs. poison
Immune sleep
OFFENSE
Speed 30 ft.
Melee +1 rapier +7 (1d6+2/18-20) or dagger +6 (1d4+1/19-20)
Ranged sling +10 (1d4+5) or bomb +10 (4d6+9 fire) or thrown splash weapon +10 (by weapon +9)
Special attacks bomb 12/day (4d6+9 fire, DC 18), acid bomb (4d6+9 acid, 1d6 acid next round on direct hit), throw anything
Alchemist Extracts Prepared (CL 7th; concentration +12)
3rd—fly, displacement
2nd—alchemical allocation, blur, cat’s grace, see invisibility
1st—enlarge person, true strike, bomber’s eye, expeditious retreat, reduce person, shield
TACTICS
Before Combat Each day, Damiel uses his alchemical allocation extract along with a potion of false life and his enhance potion discovery, gaining 1d10+7 hit points for 7 hours. Before he faces a combat, Damiel drinks his extract of fly and uses his mutagen to increase his Dexterity score. The bonuses from his mutagen have been included in Damiel’s statistics above.
During Combat Damiel drinks his extract of displacement and then flies above the battlfield, using Deadly Aim with his ranged attacks unless he has trouble hitting the target. Deadly Aim has been included in Damiel’s statistics above.
Base Statistics Without his mutagen and without using Deadly Aim, Damiel’s statistics are as follows: Dex 16, WIs 8, Init +3, AC 19, touch 14, Ref +10, Will +3, sling +8 or bomb +8 (1d6+5 fire) or thrown splash weapon +8 (by weapon +5), CMD 19, Disable Device +13, Perception +11, Sleight of Hand +13, Survival +9
STATISTICS
Str 12, Dex 20, Con 12, Int 21, Wis 6, Cha 10
Base Atk +5; CMB +6; CMD 21
Feats Brew Potion, Deadly Aim, Point-Blank Shot, Precise Shot, Skill Focus (Craft [Alchemy]), Throw Anything
Skills Appraise +15, Climb +0, Craft (alchemy) +25, Disable Device +15, Heal +8, Knowledge (nature) +15, Perception +10, Sleight of Hand +15, Spellcraft +15 (+17 to identify magic items), Survival +8, Use Magic Device +10
Languages Common, Draconic, Elven, Gnome, Goblin, Ignan
SQ alchemy, discoveries (acid bomb, enhance potion [4/day], precise bombs), elven magic, extract, mutagen, poison resistance +4, poison use, swift alchemy, swift poisoning, weapon familiarity
Combat Gear potion of cure light wounds, potion of cure moderate wounds, potion of darkvision, potion of false life, potion of invisibility, potion of lesser restoration, potion of resist energy (fire), potion of shield, acid, alchemist’s fire (2), mutagen (Dexterity), oil flasks (5), tanglefoot bag, thunderstone, weapon blanch (silver) (9), weapon blanch (cold iron) (3), weapon blanch (adamantine) (3), wand of cure light wounds (50 charges); Other Gear +2 studded leather armor, cloak of resistance +2, dagger, +1 rapier, sling with 10 bullets, alchemist’s kit, antitoxin (9), backpack, formula book (contains all prepared extracts, plus cure light wounds), handy haversack, headband of vast intelligence +2, rations (4), ring of feather falling, ring of protection +1, smelling salts (3), sunrods (3), tanglefoot bag (9), thieves’ tools, tindertwigs (6), various and sundry inebriants and intoxicants, 395 gp
Elf Alchemist 12
CN Medium humanoid (elf)
Init +7; Senses low-light vision, Perception +15
DEFENSE
AC 29, touch 22, flat-footed 21 (+3 armor, +4 natural, +8 Dex, +3 deflection, +1 insight)
hp 105 (12d8+48)
Fort +12, Ref +19, Will +5; +2 vs. enchantments
Immune disease, poison, sleep
OFFENSE
Speed 30 ft.
Melee +2 keen rapier +12/+7 (1d6+3/15-20) or dagger +10/+5 (1d4+1/19-20)
Ranged sling +16 (1d4+7) or bomb +15/+15/+10 (6d6+13 fire) or thrown splash weapon +16 (by weapon +13)
Special attacks bomb 20/day (6d6+13 fire, DC 24), acid bomb (6d6+13 acid, 1d6 acid next round on direct hit), throw anything
Alchemist Extracts Prepared (CL 12th; concentration +20)
4th—cure critical wounds, greater invisibility, stoneskin, combined extract (blur and cat’s grace)
3rd—fly, displacement, haste, gaseous form, combined extract(bomber’s eye and reduce person)
2nd—blur (2), cat’s grace (2), cure moderate wounds, see invisibility
1st—enlarge person, true strike (2), bomber’s eye, expeditious retreat, reduce person, shield
TACTICS
Before Combat Each day, Damiel uses his wand of alchemical allocation along with a potion of false life and his enhance potion discovery, gaining 1d10+10 hit points for 12 hours. Before he faces a combat, Damiel drinks his extract of fly and uses his mutagen to increase his Dexterity score. The bonuses from his mutagen have been included in Damiel’s statistics above.
During Combat Damiel drinks an extract of either greater invisibility or displacement and then flies above the battlfield, using Deadly Aim and Rapid Shot with his bombs unless he has trouble hitting the target. These feats have been included in Damiel’s statistics above.
Base Statistics Without his mutagen and without using Deadly Aim or Rapid Shot, Damiel’s statistics are as follows: Dex 21, Con 14, WIs 8, Cha 10, Init +5, hp 81, AC 26, touch 19, Ref +16, Will +6, sling +9 or bomb +10 (1d6+6 fire) or thrown splash weapon +10 (by weapon +6), CMD 21, Disable Device +17, Perception +16, Sleight of Hand +17, Survival +14, Use Magic Device +15
STATISTICS
Str 12, Dex 27, Con 18, Int 26, Wis 6, Cha 8
Base Atk +9/+4; CMB +10; CMD 27
Feats Brew Potion, Deadly Aim, Point-Blank Shot, Precise Shot, Rapid Shot, Skill Focus (Craft [Alchemy]), Throw Anything, Weapon Focus (bomb)
Skills Appraise +23, Climb +0, Craft (alchemy) +41, Disable Device +23, Heal +13, Knowledge (nature) +23, Perception +15, Sleight of Hand +23, Spellcraft +23 (+25 to identify magic items), Survival +13, Use Magic Device +14
Languages Common, Draconic, Elven, Gnome, Goblin, Ignan
SQ alchemy, discoveries (acid bomb, combine extracts, enhance potion [4/day], fast bombs, greater mutagen, precise bombs), elven magic, extract, mutagen, poison immunity, poison use, swift alchemy, swift poisoning, weapon familiarity
Combat Gear potion of cure light wounds, potion of cure moderate wounds, potion of darkvision, potion of false life, potion of haste (2), potion of invisibility, potion of lesser restoration, potion of resist energy (fire), potion of shield, potion of thorn body, acid, alchemist’s fire (2), greater mutagen (+6 Dexterity, +4 Constitution), oil flasks (5), tanglefoot bag, thunderstone, weapon blanch (silver) (9), weapon blanch (cold iron) (3), weapon blanch (adamantine) (3), wand of cure light wounds (50 charges); Other Gear +2 studded leather armor, cloak of resistance +3, dagger, +2 keen rapier, sling with 10 bullets, alchemist’s kit, antitoxin (9), backpack, belt of physical might +2 (Dexterity, Constitution), dusty rose prism ioun stone, formula book (contains all prepared extracts, plus cure light wounds and alchemical allocation), handy haversack, headband of vast intelligence +4, periapt of health, rations (4), ring of feather falling, ring of protection +3, smelling salts (3), sunrods (3), tanglefoot bag (9), thieves’ tools, tindertwigs (6), various and sundry inebriants and intoxicants, wand of alchemical allocation, 8,220 gp
Damiel’s description on his Meet the Iconics page mentions that he has begun taking on a different, more feral personality when using his Mutagen, which strongly suggests that he is now a member of the Master Chymist prestige class. Therefore, we’ve provided a build for Damiel that uses this prestige class.
Damiel (Beast of the Change), Iconic Alchemist/Master Chymist CR12
Elf Alchemist 8 / Master Chymist 4
CE Large humanoid (elf)
Init +2; Senses low-light vision, Perception +16
DEFENSE
AC 22, touch 17, flat-footed 20 (+3 armor, +4 natural, +2 Dex, +3 deflection, +1 insight, -1 size)
hp 109 (8d8+4d10+48)
Fort +13, Ref +14, Will +4; +2 vs. enchantments
Immune disease, poison, sleep
OFFENSE
Speed 30 ft.
Melee +2 keen rapier +15/+10/+5 (1d6+12/15-20) and bite +8 (2d6+8) and claw +8 (1d8+8) or bite +13 (2d6+14) and 2 claws +13 (1d8+14)
Ranged sling +13 (1d4+6) or bomb +13/+8/+3 (6d6+7 fire) or thrown splash weapon +13 (by weapon +8)
Special attacks bomb 20/day (6d6+7 fire, DC 19), throw anything
Alchemist Extracts Prepared (CL 10th; concentration +18)
4th—greater invisibility, stoneskin
3rd—fly, displacement, haste, gaseous form
2nd—alchemical allocation, blur, cat’s grace, cure moderate wounds, see invisibility
1st—enlarge person, true strike (2), bomber’s eye, expeditious retreat, reduce person, shield
TACTICS
Before Combat Each day, Damiel uses his wand of alchemical allocation along with a potion of false life and his enhance potion discovery, gaining 1d10+10 hit points for 10 hours. Before he faces a combat, Damiel drinks his extract of enlarge person and transforms into his mutagenic form to increase his Strength score. The bonuses from enlarge person and his mutagenic form have been included in Damiel’s statistics above.
During Combat The Beast of the Change drinks a potion or extract of haste, then charges into battle using his rapier and his natural attacks with Power Attack to tear into foes. Power Attack has been included in Damiel’s statistics above.
Base Statistics When not in mutagenic form and without using enlarge person or Power Attack, Damiel’s statistics are as follows: CN Medium humanoid (elf), Str 15, Dex 16, Con 14, Int 26, Cha 10, Init +3, hp 85, AC 20, touch 17, flat-footed 17, Will +5, +2 keen rapier +15/+10/+5 (1d6+2), CMB +13, CMD 26, Disable Device +18, Heal +14, Knowledge (nature) +24, Perception +16, Sleight of Hand +18, Spellcraft +24 (+26 to identify magic items), Survival +14, Use Magic Device +15
STATISTICS
Str 23, Dex 14, Con 18, Int 24, Wis 6, Cha 8
Base Atk +11/+6/+1; CMB +18; CMD 30
Feats Brew Potion, Deadly Aim, Point-Blank Shot, Power Attack, Precise Shot, Skill Focus (Craft [Alchemy]), Throw Anything, Weapon Focus (bomb)
Skills Appraise +23, Climb +5, Craft (alchemy) +37, Disable Device +17, Heal +13, Knowledge (nature) +23, Perception +15, Sleight of Hand +17, Spellcraft +23 (+25 to identify magic items), Survival +13, Use Magic Device +14
Languages Common, Draconic, Elven, Gnome, Goblin, Ignan
SQ advanced mutagen (greater mutagen, furious mutagen), alchemy, bomb-thrower, brutality +2, discoveries (enhance potion [4/day], feral mutagen, fast bombs, precise bombs), elven magic, extract, mutagen, mutagenic form, mutate (2/day), poison immunity, poison use, swift alchemy, swift poisoning, weapon familiarity
Combat Gear potion of cure light wounds, potion of cure moderate wounds, potion of darkvision, potion of false life, potion of haste (2), potion of invisibility, potion of lesser restoration, potion of resist energy (fire), potion of shield, potion of thorn body, acid, alchemist’s fire (2), greater mutagen (+6 Strength, +4 Constitution), oil flasks (5), tanglefoot bag, thunderstone, weapon blanch (silver) (9), weapon blanch (cold iron) (3), weapon blanch (adamantine) (3), wand of cure light wounds (50 charges); Other Gear +2 studded leather armor, cloak of resistance +3, dagger, +2 keen rapier, sling with 10 bullets, alchemist’s kit, antitoxin (9), backpack, belt of physical might +2 (Strength, Constitution), dusty rose prism ioun stone, formula book (contains all prepared extracts, plus cure light wounds), handy haversack, headband of vast intelligence +4, periapt of health, rations (4), ring of feather falling, ring of protection +3, smelling salts (3), sunrods (3), tanglefoot bag (9), thieves’ tools, tindertwigs (6), various and sundry inebriants and intoxicants, wand of alchemical allocation, 8,220 gp
Human Cavalier 1
LN Medium humanoid (human)
Init +2; Senses Perception +4
DEFENSE
AC 18, Touch 12, Flat-footed 16 (+4 armor, +2 Dex, +2 shield)
hp 12 (1d10+2)
Fort +4, Ref +2, Will +0
OFFENSE
Speed 30 ft.
Melee longsword +6 (1d8+4/19–20) or lance +5 (1d8+4/×3) or flail +5 (1d8+4)
Ranged light crossbow +3 (1d8/19–20)
Special Attacks challenge 1/day (+1 damage, additional +1 damage as long as only one threatening foe)
TACTICS
During Combat Alain charges on horseback using his lance on the first round of combat, then he switches to his longsword, attacking from horseback. His mount, Donahan, will also try to bite the foe while Alain attacks.
STATISTICS
Str 18, Dex 14, Con 14, Int 8, Wis 10, Cha 12
Base Atk +1; CMB +5; CMD 17
Feats Mounted Combat, Precise Strike, Weapon Focus (longsword)
Traits (RotRL) Monster Hunter, Inspiring Rush
Skills Bluff +5, Climb +4, Intimidate +5, Perception +4, Ride +6
Languages Common
SQ mount (horse named Donahan), order of the cockatrice, tactician 1/day (Precise Strike, 3 rounds)
Gear chain shirt, heavy steel shield, light crossbow with 10 bolts, flail, lance, longsword, backpack, banner, bit and bridle, grappling hook, leather barding, rations (4), riding saddle, silk rope, sunrods (3), 8 gp
Donahan, Bonded Mount
Effective Druid Level 1
N Large animal
Init +2; Senses low-light vision, scent; Perception +1
DEFENSE
AC 17, touch 11, flat-footed 15 (+2 armor, +4 natural, +2 Dex, -1 size)
hp 14 (2d8+5)
Fort +4, Ref +5, Will +1
OFFENSE
Speed 50 ft.
Melee bite +3 (1d4+3) and 2 hooves -1 (1d6+1)
Space 10 ft.; Reach 5 ft.
STATISTICS
Str 16, Dex 15, Con 13, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Light Armor Proficiency, Toughness
Skills Acrobatics +6, Perception +5
SQ link
Tricks combat training, work
Human Cavalier 7
LN Medium humanoid (human)
Init +2; Senses Perception +10
DEFENSE
AC 24, Touch 11, Flat-footed 22 (+10 armor, +1 Dex, +3 shield)
hp 51 (7d10+14)
Fort +7, Ref +4, Will +2
OFFENSE
Speed 20 ft.
Melee +1 longsword +14/+9 (1d8+6/19–20) or +1 lance +13/+8 (1d8+6/×3) or masterwork flail +13/+8 (1d8+5)
Ranged light crossbow +9 (1d8/19–20)
Special Attacks challenge 3/day (+7 damage, additional +2 damage as long as only one threatening foe)
TACTICS
During Combat Alain uses Spirited Charge and Ride-by Attack on horseback using his lance, dealing triple damage on a hit. If he has no room to continue charging, he switches to his longsword and uses Dazzling Display to demoralize all foes within 30 feet. He will then issue a challenge to a demoralized foe and attack with his longsword from horseback. His mount, Donahan, will also try to bite the foe while Alain attacks.
STATISTICS
Str 21, Dex 14, Con 14, Int 8, Wis 10, Cha 12
Base Atk +7/+2; CMB +12; CMD 24
Feats Dazzling Display, Intimidating Prowess, Mounted Combat, Precise Strike, Ride-by Attack, Shatter Defenses, Spirited Charge, Weapon Focus (longsword)
Skills Bluff +11, Climb +5, Intimidate +19, Perception +10, Ride +6 (+9 with Donahan)
Languages Common
SQ banner, braggart, cavalier’s charge, expert trainer, mount (horse named Donahan), order of the cockatrice, tactician 2/day (Precise Strike, 6 rounds)
Gear +1 full plate, +1 heavy steel shield, circlet of persuasion, light crossbow with 10 bolts, MW flail, +1 lance, +1 longsword, backpack, banner, belt of giant strength +2, bit and bridle, grappling hook, +1 leather barding, amulet of natural armor +1 (on Donahan), rations (4), riding saddle, silk rope, sunrods (3), 308 gp
Donahan, Bonded Mount
Effective Druid Level 7
N Large animal
Init +3; Senses low-light vision, scent; Perception +7
DEFENSE
AC 22, touch 12, flat-footed 19 (+3 armor, +7 natural, +3 Dex, -1 size)
hp 45 (6d8+18)
Fort +7, Ref +8, Will +3
OFFENSE
Speed 50 ft.
Melee bite +7 (1d4+4) and 2 hooves +2 (1d6+2)
Space 10 ft.; Reach 5 ft.
STATISTICS
Str 18, Dex 17, Con 14, Int 2, Wis 12, Cha 6
Base Atk +4; CMB +9 (+11 to overrun); CMD 22 (26 vs. trip)
Feats Improved Overrun, Light Armor Proficiency, Power Attack, Toughness
Skills Acrobatics +8, Perception +7
SQ devotion, evasion, link
Tricks combat training, work
Human Cavalier 12
LN Medium humanoid (human)
Init +2; Senses Perception +15
DEFENSE
AC 30, Touch 13, Flat-footed 28 (+11 armor, +2 natural, +1 Dex, +4 shield, +2 deflection)
hp 83 (12d10+24)
Fort +10, Ref +6, Will +4
OFFENSE
Speed 20 ft.
Melee +1 longsword +22/+17/+12 (1d8+9/19–20) or +2 lance +22/+17/+12 (1d8+10/×3) or masterwork flail +21/+16/+11 (1d8+8)
Ranged light crossbow +14 (1d8/19–20)
Special Attacks challenge 4/day (+12 damage, additional +4 damage as long as only one threatening foe)
TACTICS
During Combat Alain uses Spirited Charge and Ride-by Attack on horseback using his lance, dealing triple damage on a hit. If he has no room to continue charging, he switches to his longsword and uses Dazzling Display to demoralize all foes within 30 feet. He will then issue a challenge to a demoralized foe and attack with his longsword from horseback. His mount, Donahan, will also try to bite the foe while Alain attacks.
STATISTICS
Str 27, Dex 14, Con 14, Int 8, Wis 10, Cha 12
Base Atk +12/+7/+2; CMB +18; CMD 30
Feats Combat Reflexes, Dazzling Display, Intimidating Prowess, Mounted Combat, Mounted Shield, Paired Opportunists, Precise Strike, Ride-by Attack, Shatter Defenses, Spirited Charge, Trample, Weapon Focus (longsword)
Skills Bluff +16, Climb +11, Intimidate +25, Perception +15, Ride +11 (+17 with Donahan)
Languages Common
SQ banner, braggart, cavalier’s charge, demanding challenge, expert trainer, greater tactician, mighty charge, mount (horse named Donahan), order of the cockatrice, steal glory, tactician 2/day (Precise Strike, 6 rounds)
Gear +2 full plate, +2 heavy steel shield, amulet of natural armor +2, circlet of persuasion, light crossbow with 10 bolts, MW flail, +2 lance, +1 longsword, backpack, banner, belt of giant strength +6, bit and bridle, grappling hook, horseshoes of crushing blows +2UE,+2 full plate barding, amulet of natural armor +1 (on Donahan), rations (4), riding saddle, ring of protection +2, silk rope, sunrods (3), 4,308 gp
Donahan, Bonded Mount
Effective Druid Level 12
N Large animal
Init +5; Senses low-light vision, scent; Perception +9
DEFENSE
AC 40, touch 14, flat-footed 35 (+11 armor, +11 natural, +4 shield, +5 Dex, -1 size)
hp 75 (10d8+30)
Fort +9, Ref +12, Will +4
OFFENSE
Speed 35 ft.
Melee bite +12 (1d4+5) and 2 hooves +10 (1d6+4)
Space 10 ft.; Reach 5 ft.
STATISTICS
Str 20, Dex 20, Con 14, Int 2, Wis 12, Cha 6
Base Atk +7; CMB +14 (+16 to overrun); CMD 28 (32 vs. trip)
Feats Dodge, Heavy Armor Proficiency, Improved Overrun, Light Armor Proficiency, Multiattack, Power Attack, Toughness
Skills Acrobatics +13, Perception +9
SQ devotion, evasion, link
Tricks combat training, work
Female half-orc Inquisitor of Pharasma 1
NG Medium humanoid (human, orc)
Init +1; Senses darkvision 60 ft.; Perception +6
DEFENSE
AC 17, touch 11, flat-footed 16 (+5 armor, +1 Dex, +1 shield)
hp 10 (1d8+2)
Fort +3, Ref +1, Will +4
Defensive Abilities orc ferocity
OFFENSE
Speed 20 ft.
Melee morningstar +4 (1d8+4) or spiked gauntlet +4 (1d4+4)
Ranged shortbow +1 (1d6/×3)
Special Attacks judgment 1/day
Inquisition Heresy
Spells Known (CL 1st; concentration +3)
1st (2/day)—command (DC 13), magic weapon
0 (at will)—acid splash, disrupt undead, guidance, stabilize
TACTICS
Before combat Imrijka casts magic weapon on her morningstar.
During combat Imrijka uses her judgment, boosting either her attack bonus or damage rolls, and tries to demoralize her foes using her stern gaze ability. If several of her opponents are of the same creature type, she will use bane on her morningstar as well.
STATISTICS
Str 18, Dex 12, Con 13, Int 10, Wis 15, Cha 8
Base Atk +0; CMB +4; CMD 15
Feats Intimidating Prowess
Traits (RotRL) Monster Hunter, Undead Slayer
Skills Climb -1, Intimidate +11, Knowledge (dungeoneering) +4, Knowledge (religion) +4, Perception +6, Sense Motive +7, Survival +6
Languages Common, Orc
SQ monster lore +2, orc blood, rightous infiltration, stern gaze +1, weapon familiarity
Combat Gear alchemist’s fire, holy water; Other Gear scale mail, light wooden shield, dagger, morningstar, shortbow with 20 arrows, spiked gauntlet, backpack, manacles, rations (4), silver holy symbol, spell component pouch, sunrod, 6 gp
Female half-orc Inquisitor of Pharasma 7
NG Medium humanoid (human, orc)
Init +5; Senses darkvision 60 ft.; Perception +13
DEFENSE
AC 21, touch 12, flat-footed 20 (+6 armor, +1 natural, +1 Dex, +2 shield, +1 deflection)
hp 49 (7d8+14)
Fort +7, Ref +4, Will +10
Defensive Abilities orc ferocity
OFFENSE
Speed 20 ft.
Melee +1 morningstar +5 (1d8+5) or spiked gauntlet +4 (1d4+4)
Ranged +1 shortbow +3 (1d6+1/×3)
Special Attacks bane (7 rounds/day), judgment 3/day, solo tactics
Inquisition Heresy
Inquisitor Spell-like Abilities (CL 7th; concentration +11)
At will—detect chaos, detect law, detect evil, detect good
7 rounds/day—discern lies (DC 18)
Inquisitor Spells Known (CL 7th; concentration +11)
3rd (2/day)—cast out (DC 17), heroism
2nd (4/day)—align weapon, see invisibility, spiritual weapon, weapon of awe
1st (5/day)—bane, command (DC 15), cure light wounds, expeditious retreat, hide from undead (DC 15)
0 (at will)—acid splash, detect magic, disrupt undead (DC 13), guidance, stabilize, virtue
TACTICS
Before combat Imrijka casts expeditious retreat, then casts weapon of awe on her morningstar.
During combat Imrijka prefers to use her morningstar to deal damage, attempting to demoralize any foes using her stern gaze ability. If several of her opponents are of the same creature type, she will use bane on her morningstar as well.
STATISTICS
Str 18, Dex 12, Con 13, Int 10, Wis 18, Cha 8
Base Atk +5; CMB +9; CMD 20
Feats Coordinated Maneuvers, Intimidating Gaze, Intimidating Prowess, Keen Scent, Precise Strike, Step Up
Skills Climb -1, Intimidate +21, Knowledge (dungeoneering) +10, Knowledge (religion) +10, Perception +14, Sense Motive +17, Survival +14 (+17 to follow or identify tracks)
Languages Common, Orc
SQ cunning initiative, monster lore +4, orc blood, rightous infiltration, stern gaze +3, track, weapon familiarity
Combat Gear alchemist’s fire, holy water, scroll of cure serious wounds, scroll of deeper darkness, scroll of flames of the faithful, scroll of lesser restoration, scroll of remove disease, scroll of silence, wand of cure light wounds; Other Gear +1 scale mail, +1 light wooden shield, amulet of natural armor +1, cloak of resistance +1, dagger, +1 morningstar, +1 shortbow with 20 arrows, handy haversack, headband of inspired wisdom +2, lesser bracers of archery, spiked gauntlet, backpack, manacles, rations (4), ring of protection +1, silver holy symbol, spell component pouch, sunrod, 281 gp
Female half-orc Inquisitor of Pharasma 12
NG Medium humanoid (human, orc)
Init +7; Senses darkvision 60 ft.; Perception +21
DEFENSE
AC 26, touch 13, flat-footed 25 (+7 armor, +2 natural, +1 Dex, +4 shield, +2 deflection)
hp 81 (12d8+24)
Fort +11, Ref +7, Will +16
Defensive Abilities orc ferocity
OFFENSE
Speed 20 ft.
Melee +3 morningstar +18/+13 (1d8+8) or masterwork spiked gauntlet +15/+10 (1d4+5) and lion’s shield +9/+4 (2d6)
Ranged +1 shortbow +3 (1d6+1/×3)
Special Attacks greater bane (12 rounds/day), judgment 4/day, second judgment, solo tactics
Inquisition Heresy
Inquisitor Spell-like Abilities (CL 12th; concentration +18)
At will—detect chaos, detect law, detect evil, detect good
12 rounds/day—discern lies (DC 20)
Inquisitor Spells Known (CL 12th; concentration +18)
4th (4/day)—death ward, divine power, forced repentence (DC 20), greater invisibility
3rd (5/day)—cast out (DC 19), heroism, prayer, searing light (DC 19)
2nd (6/day)—align weapon, see invisibility, resist energy, spiritual weapon, weapon of awe
1st (7/day)—bane, command (DC 17), cure light wounds, expeditious retreat, hide from undead (DC 17), remove fear
0 (at will)—acid splash, detect magic, disrupt undead (DC 16), guidance, stabilize, virtue
TACTICS
Before combat Imrijka casts expeditious retreat, then casts weapon of awe on her morningstar.
During combat Imrijka prefers to use her morningstar to deal damage, attempting to demoralize any foes using her stern gaze ability. If several of her opponents are of the same creature type, she will use bane on her morningstar as well, and she will target humans before others to gain an additional bonus from Favored Judgment.
STATISTICS
Str 20, Dex 12, Con 13, Int 10, Wis 22, Cha 8
Base Atk +9/+4; CMB +14; CMD 25
Feats Coordinated Maneuvers, Favored Judgment (humanoid [human])UM, Intimidating Gaze, Intimidating Prowess, Keen Scent, Lookout, Menacing Bane, Outflank, Precise Strike, Step Up
Skills Climb -1, Intimidate +32, Knowledge (dungeoneering) +15, Knowledge (religion) +15, Perception +21, Sense Motive +27, Survival +18 (+24 to follow or identify tracks)
Languages Common, Orc
SQ cunning initiative, monster lore +6, orc blood, rightous infiltration, stalwart, stern gaze +6, track, weapon familiarity
Combat Gear alchemist’s fire, holy water, scroll of cure serious wounds, scroll of deeper darkness, scroll of flames of the faithful, scroll of lesser restoration, scroll of remove disease, scroll of silence, wand of cure light wounds; Other Gear +2 scale mail, lion’s shield, amulet of natural armor +2, belt of giant strength +2, cloak of resistance +3, dagger, +3 morningstar, +1 shortbow with 20 arrows, handy haversack, headband of inspired wisdom +4, lesser bracers of archery, spiked gauntlet, backpack, manacles, rations (4), ring of foe focusUE, ring of protection +2, robe of useful items, silver holy symbol, spell component pouch, sunrod, 9,311 gp
UM=Ultimate Magic, UE=Ultimate Equipment
Female human Oracle 1
LG Medium humanoid (human)
Init +2; Senses darkvision 30 ft.; Perception +1
DEFENSE
AC 16, touch 13, flat-footed 13 (+3 armor, +2 Dex, +1 dodge)
hp 9 (1d8+1)
Fort +0, Ref +2, Will +3
Weaknesses oracle’s curse (clouded vision)
OFFENSE
Speed 30 ft.
Melee quarterstaff +0 (1d6) or touch of flame +0 touch (1d6 fire)
Ranged sling +2 (1d4)
Special Attacks touch of flame 7/day (1d6 fire)
Oracle Spells Known (CL 1st; concentration +5 [+9 cast defensively])
1st (4/day)—cure light wounds, doom (DC 15), magic stone
0 (at will)—detect magic, guidance, read magic, stabilize
Mystery Flame
TACTICS
During Combat Alahazara prefers not to engage directly in combat, instead staying out of range and using doom to debuff her opponents and magic stone to deal ranged damage with her sling. If she is forced into melee, Alahazara will use her touch of flame ability to deal fire damage to enemies.
STATISTICS
Str 10, Dex 14, Con 10, Int 13, Wis 12, Cha 18
Base Atk +0; CMB +0; CMD 13
Feats Combat Casting, Dodge
Traits (RotRL) Merchant Family, Charming
Skills Acrobatics +5, Climb +4, Diplomacy +7, Heal +5 (+7 with healer’s kit), Knowledge (history) +5, Spellcraft +5
Languages Common, Draconic
SQ revelation (touch of flame)
Combat Gear scrolls of cure light wounds (2), thunderstone; Other Gear studded leather armor, quarterstaff, sling with 10 bullets, backpack, fortune-telling bones, healer’s kit, rations (6), silver holy symbol, spell component pouch, 10 gp
Female human Oracle 7
LG Medium humanoid (human)
Init +2; Senses darkvision 60 ft.; Perception +1
DEFENSE
AC 20, touch 14, flat-footed 17 (+5 armor, +1 natural, +2 Dex, +1 deflection, +1 dodge)
hp 42 (7d8+7)
Fort +2, Ref +4, Will +8
Weaknesses oracle’s curse (clouded vision)
OFFENSE
Speed 30 ft.
Melee +1 quarterstaff +6 (1d6+1) or touch of flame +5 touch (1d6+3 fire)
Ranged sling +7 (1d4)
Special Attacks heat aura 3/day (3d4 fire, DC 18), touch of flame 9/day (1d6+3 fire)
Oracle Spells Known (CL 7th; concentration +10 [+14 cast defensively])
3rd (5/day)—cure serious wounds, fireball (DC 19), sacred bond, searing light (DC 18)
2nd (8/day)—bull’s strength, cure moderate wounds, eagle’s splendor, oracle’s burden (DC 17), resist energy
1st (8/day)—burning hands (DC 17), cure light wounds, divine favor, doom (DC 16), magic stone, obscuring mist, protection from evil
0 (at will)—detect magic, guidance, read magic, resistance, spark, stabilize, virtue
Mystery Flame
TACTICS
Before Combat Alahazra will cast eagle’s splendor on herself to boost her spell DCs and cast sacred bond on an ally who will enter melee.
During Combat Alahazra prefers to stay out of melee, casting spells like fireball and searing light at her enemies from range, healing her allies at the same time using the Glorious Heat feat.. If one of her enemies uses a ranged weapon, she casts oracle’s burden on him to reduce his visual range. If forced into melee, Alahazra will activate her heat aura ability and then use touch of flame to deal additional fire damage to her enemies.
STATISTICS
Str 10, Dex 14, Con 10, Int 13, Wis 12, Cha 21
Base Atk +5; CMB +5; CMD 18
Feats Abundant Revelations (heat aura)UM,Combat Casting, Dodge, Elemental Focus (fire), Glorious HeatFoP
Skills Acrobatics +12, Climb +10, Diplomacy +15, Heal +11 (+13 with healer’s kit), Knowledge (history) +11, Spellcraft +11
Languages Common, Draconic
SQ revelations (burning magic, heat aura, touch of flame)
Combat Gear scroll of aid, scroll of magic circle against evil, scroll of protection from energy (3), scroll of shield of faith, scroll of summon monster II, scroll of weapon of awe, scroll of wrathful mantle, thunderstone, wand of cure light wounds (50 charges), wand of admonishing ray (50 charges); Other Gear +2 studded leather armor, +1 quarterstaff, amulet of natural armor +1, sling with 10 bullets, backpack, fortune-telling bones, two golden bracelets worth 100gp each, headband of alluring charisma +2, healer’s kit, rations (6), ring of protection +1, scroll of bear’s endurance, scroll of cat’s grace, scroll of continual flame, scroll of diagnose disease, scroll of fox’s cunning, scroll of lesser restoration (2) silver holy symbol, spell component pouch, 385 gp
UM=Ultimate Magic,FoP=Faiths of Purity
Female human Oracle 12
LG Medium humanoid (human)
Init +3; Senses blindsense 30 ft., darkvision 60 ft.; Perception +1
DEFENSE
AC 22, touch 15, flat-footed 18 (+5 armor, +2 natural, +3 Dex, +1 deflection, +1 dodge)
hp 69 (12d8+12)
Fort +6, Ref +8, Will +10
Defensive abilities fire resistance 10
Weaknesses oracle’s curse (clouded vision)
OFFENSE
Speed 30 ft.
Melee +1 quarterstaff +10/+5 (1d6+1 +1d6 fire) or touch of flame +9 touch (1d6+6 fire)
Ranged sling +7 (1d4)
Special Attacks firestorm 2/day (12d6 fire, DC 25), heat aura 4/day (6d4 fire, DC 25), touch of flame 12/day (1d6+6 fire)
Oracle Spells Known (CL 12th; concentration +19 [+23 cast defensively])
6th (4/day)—fire seeds (DC 27), mass cure moderate wounds, dust form
5th (7/day)—cleanse, flame strike (DC 26), mass cure light wounds, summon monster V (fire elementals only)
4th (7/day)—blessing of fervor, cure critical wounds, divine power, spiritual ally, wall of fire (DC 25)
3rd (8/day)—cure serious wounds, daylight, fireball (DC 24), sacred bond, searing light (DC 22), summon monster III
2nd (8/day)—bull’s strength, cure moderate wounds, eagle’s splendor, oracle’s burden (DC 21), resist energy, zone of truth (DC 21)
1st (9/day)—burning hands (DC 22), cure light wounds, divine favor, doom (DC 20), magic stone, obscuring mist, sun metalUC
0 (at will)—detect magic, detect poison guidance, mending, read magic, resistance, spark, stabilize, virtue
Mystery Flame
TACTICS
Before Combat Alahazara will cast sacred bond on an ally who will enter melee.
During Combat Alahazara prefers to stay out of melee, casting offensive spells like fireball, flame strike and fire seeds while also healing her allies with the Glorious Heat feat. If one of her allies could benefit from flanking (such as a Rogue), she casts spiritual ally, using it to set up flanking for that ally. If forced into melee, Alahazara will defensively cast divine power, activate her heat aura ability and attack with her quarterstaff.
STATISTICS
Str 10, Dex 16, Con 10, Int 13, Wis 12, Cha 29
Base Atk +9/+4; CMB +9; CMD 21
Feats Abundant Revelations (firestorm)UM, Abundant Revelations (heat aura)UM,Combat Casting, Dodge, Elemental Focus (fire), Glorious HeatFoP, Greater Elemental Focus (fire)
Skills Acrobatics +18, Climb +15, Diplomacy +24, Heal +16 (+18 with healer’s kit), Knowledge (history) +16, Spellcraft +16
Languages Common, Draconic
SQ revelations (burning magic, firestorm, heat aura, touch of flame)
Combat Gear scroll of aid, scroll of breath of life, scroll of dispel evil, scroll of freedom of movement (2), scroll of magic circle against evil, scroll of protection from energy (3), scroll of shield of faith, scroll of summon monster II, scroll of weapon of awe, scroll of wrathful mantle, thunderstone, wand of cure light wounds (50 charges), wand of admonishing ray (50 charges); Other Gear +2 studded leather armor of energy resistance (fire), +1 flaming quarterstaff, amulet of natural armor +2, sling with 10 bullets, backpack, belt of incredible dexterity +2, clear spindle ioun stone, cloak of resistance +2, fortune-telling bones, two golden bracelets worth 100gp each, headband of alluring charisma +6, healer’s kit, rations (6), ring of protection +1, scroll of bear’s endurance, scroll of break enchantment, scroll of cat’s grace, scroll of continual flame, scroll of diagnose disease, scroll of fox’s cunning, scroll of heal, scroll of lesser restoration (2), scroll of restoration (2), silver holy symbol, spell component pouch, 3,060 gp
UC=Ultimate Combat, UM=Ultimate Magic,FoP=Faiths of Purity
Male gnome Summoner 1
N Small humanoid (gnome)
Init +1; Senses low-light vision; Perception +3
DEFENSE
AC 14, touch 12, flat-footed 13 (+2 armor, +1 Dex, +1 size)
hp 9 (1d8+1)
Fort +1, Ref +1, Will +3; +2 vs. illusions
OFFENSE
Speed 20 ft.
Melee club +0 (1d4-1)
Ranged light crossbow +2 (1d6/19–20)
Gnome Spell-Like Abilities (CL 1st; concentration +5)
1/day—dancing lights, ghost sound (DC 14), prestidigitation, speak with animals
Summoner Spell-Like Abilities (CL 1st; concentration +5)
6/day—summon monster I
Summoner Spells Known (CL 1st; concentration +5)
1st (2/day)—mage armor, magic fang
0 (at will)—acid splash, daze (DC 14), detect magic, read magic
TACTICS
Before Combat Each morning, Balazar summons his eidolon, Padrig, using a one-minute ritual. Before entering a combat, he casts magic fang and mage armor on Padrig.
During Combat Balazar will use acid splash to deal damage to creatures while Padrig attacks them. If Padrig is sent back to his home plane, Balazar will use his summon monster I spell-like ability to summon a dire rat or viper to attack his enemies.
STATISTICS
Str 8, Dex 13, Con 12, Int 14, Wis 12, Cha 18
Base Atk +0; CMB -2; CMD 9
Feats Spell Focus (conjuration)
Skills Climb -1, Handle Animal +8, Knowledge (arcana) +6, Ride +5, Spellcraft +6, Use Magic Device +8
Languages Common, Gnome, Goblin, Orc, Sylvan
SQ defensive training, eidolon, gnome magic, hatred, life link,
obsessive, weapon familiarity
Combat Gear scroll of shield, alchemist’s fire; Other Gear leather armor, club, light crossbow with 10 bolts, dagger, backpack, pipe, spell component pouch, signal whistle, sunrods (3), 13 gp
Padrig, eidolon
N Medium outsider (serpentine base form)
Init +4; Senses darkvision 60 ft.; Perception +4
DEFENSE
AC 16, touch 14, flat-footed 12 (+4 Dex, +2 natural)
hp 6 (1d10+1)
Fort +1, Ref +6, Will +2
OFFENSE
Speed 20 ft., climb 20 ft.
Melee bite +5 (1d6+1), tail slap +0 (1d6)
Space 5 ft.; Reach 5 ft. (10 ft. with bite)
STATISTICS
Str 12, Dex 18, Con 13, Int 7, Wis 10, Cha 11
Base Atk +1; CMB +2; CMD 16
Feats Weapon Finesse
Skills Acrobatics +8 (+4 jump, +10 balance on surfaces), Climb +9, Knowledge (planes) +2, Perception +4, Stealth +8
SQ evolutions (ability increase [Dex], bite, climb, reach (bite), tail, tail slap), link, share spells
Male gnome Summoner 7
N Small humanoid (gnome)
Init +1; Senses low-light vision; Perception +3
DEFENSE
AC 18, touch 14, flat-footed 16 (+3 armor, +1 natural, +2 Dex, +1 size, +1 deflection)
hp 42 (7d8+7)
Fort +3, Ref +4, Will +6; +2 vs. illusions
OFFENSE
Speed 20 ft.
Melee club +5 (1d4-1)
Ranged +1 light crossbow +9 (1d6/19–20)
Gnome Spell-Like Abilities (CL 7th; concentration +11)
1/day—dancing lights, ghost sound (DC 14), prestidigitation, speak with animals
Summoner Spell-Like Abilities (CL 7th; concentration +11)
8/day—summon monster IV
Summoner Spells Known (CL 7th; concentration +11)
3rd (2/day)—black tentacles, greater magic fang
2nd (4/day)—create pit (DC 18), haste, summon eidolon, summon swarm
1st (5/day)—lesser rejuvenate eidolon, mage armor, magic fang, ray of sickening (DC 16), summon minor monster
0 (at will)—acid splash, daze (DC 15), detect magic, mage hand, read magic, resistance
TACTICS
Before Combat Each morning, Balazar summons his eidolon, Padrig, using a one-minute ritual. Before entering combat, he casts greater magic fang and mage armor on Padrig.
During Combat Balazar will stay out of melee and cast spells to control the battlefield, such as create pit and black tentacles. If Padrig is sent back to his home plane, he casts summon eidolon to return Padrig to battle. If Padrig is again removed from battle, Balazar uses his summon monster IV spell-like ability to summon 1d3+1 lantern archons to fight for him.
STATISTICS
Str 8, Dex 14, Con 12, Int 14, Wis 12, Cha 20
Base Atk +5; CMB +3; CMD 15
Feats Augment Summoning, Spell Focus (conjuration), Superior SummoningUM, Summoner’s Call
Skills Climb -1, Handle Animal +15, Knowledge (arcana) +12, Ride +12, Spellcraft +12, Use Magic Device +15
Languages Common, Gnome, Goblin, Orc, Sylvan
SQ bond senses, defensive training, eidolon, gnome magic, hatred, life link, maker’s call 1/day, obsessive, shield ally, weapon familiarity
Combat Gear alchemist’s fire, scroll of barkskin, scroll of bull’s strength (2), scroll of cat’s grace, scroll of displacement, scroll of fly, scroll of glitterdust, scroll of greater invisibility (2), scroll of lesser evolution surge, scroll of rage, scroll of shield, scroll of spider climb, scroll of summon swarm; Other Gear +1 leather armor, club, +1 light crossbow with 10 bolts, belt of physical might +2 (Dex, Con, on Padrig), dagger, backpack, headband of alluring charisma +2, pipe, ring of protection +1, scroll of charm monster, spell component pouch, signal whistle, sunrods (3), 563 gp
Padrig, eidolon
N Medium outsider (serpentine base form)
Init +6; Senses darkvision 60 ft.; Perception +8
DEFENSE
AC 25, touch 17, flat-footed 18 (+7 Dex, +8 natural)
hp 51 (6d10+18)
Fort +3, Ref +11, Will +5; +4 vs. enchantments
OFFENSE
Speed 20 ft., climb 20 ft., fly 20 ft.
Melee bite +13 (1d8+2 plus trip), tail slap +8 (1d6+1)
Space 5 ft.; Reach 5 ft. (10 ft. with bite)
STATISTICS
Str 14, Dex 24, Con 16, Int 7, Wis 10, Cha 11
Base Atk +6/+1; CMB +8 (+15 to trip); CMD 25
Feats Improved Trip, Power Attack, Weapon Finesse
Skills Acrobatics +15 (+4 jump, +10 balance on surfaces), Climb +16, Knowledge (planes) +6, Perception +8, Stealth +15
SQ evasion, evolutions (ability increase [Dex], bite, climb, flight, improved damage [bite], magic attacks, mount, reach [bite], tail, tail slap, trip), devotion, link, share spells
Male gnome Summoner 12
N Small humanoid (gnome)
Init +1; Senses low-light vision; Perception +3
DEFENSE
AC 19, touch 15, flat-footed 17 (+3 armor, +1 natural, +2 Dex, +1 size, +2 deflection)
hp 69 (12d8+7)
Fort +7, Ref +8, Will +10; +2 vs. illusions
OFFENSE
Speed 20 ft.
Melee club +9 (1d4-1)
Ranged +1 light crossbow +13 (1d6/19–20)
Gnome Spell-Like Abilities (CL 12th; concentration +19)
1/day—dancing lights, ghost sound (DC 16), prestidigitation, speak with animals
Summoner Spell-Like Abilities (CL 12th; concentration +19)
9/day—summon monster VI
Summoner Spells Known (CL 12th; concentration +19)
4th (4/day)—acid pit (DC 24), greater evolution surge, purified calling, transmogrify
3rd (5/day)—black tentacles, greater magic fang, spiked pit (DC 23), rejuvenate eidolon
2nd (7/day)—create pit (DC 22), haste, slow (DC 20), summon eidolon, summon swarm
1st (7/day)—lesser rejuvenate eidolon, mage armor, magic fang, ray of sickening (DC 19), summon minor monster
0 (at will)—acid splash, daze (DC 18), detect magic, mage hand, read magic, resistance
TACTICS
Before Combat Each morning, Balazar summons his eidolon, Padrig, using a one-minute ritual. Before entering combat, he casts greater magic fang and greater evolution surge (fast healing) on Padrig.
During Combat Balazar will cast haste on Padrig, then stay out of melee and cast spells to control the battlefield, such as acid pit and black tentacles. If Padrig’s health is running low, Balazar will cast rejuvenate eidolon to heal him. If Padrig is sent back to his home plane, Balazar will cast summon eidolon to return him to battle. Failing that, Balazar will use his summon monster VI spell-like ability to summon 1d3+1 kytons to fight for him.
STATISTICS
Str 8, Dex 14, Con 12, Int 14, Wis 12, Cha 26
Base Atk +9/+4; CMB +7; CMD 19
Feats Augment Summoning, Greater Spell Focus (conjuration), Spell Focus (conjuration), Spell Specialization (acid pit), Superior SummoningUM, Summoner’s Call
Skills Climb -1, Handle Animal +21, Knowledge (arcana) +18, Ride +17, Spellcraft +18, Use Magic Device +21
Languages Common, Gnome, Goblin, Orc, Sylvan
SQ aspect, bond senses, defensive training, eidolon, gnome magic, greater shield ally, hatred, life link, maker’s call 1/day, obsessive, shield ally, transposition, weapon familiarity
Combat Gear alchemist’s fire, scroll of baleful polymorph, scroll of barkskin, scroll of bull’s strength (2), scroll of cat’s grace, scroll of dismissal, scroll of displacement, scroll of fly (2), scroll of glitterdust, scroll of greater invisibility (2), scroll of hold monster, scroll of lesser evolution surge, scroll of mass bull’s strength, scroll of mass cat’s grace, scroll of rage, scroll of shield, scroll of spider climb, scroll of summon swarm, scroll of wall of stone; Other Gear +1 leather armor, club, +1 light crossbow with 10 bolts, belt of physical might +4 (Dex, Con, on Padrig), circlet of persuasion, cloak of resistance +2, dagger, backpack, headband of alluring charisma +6, pipe, ring of protection +2, scroll of charm monster, scroll of overland flight, spell component pouch, signal whistle, sunrods (3), 3,288 gp
Padrig, eidolon
N Medium outsider (serpentine base form)
Init +6; Senses darkvision 60 ft.; Perception +10
DEFENSE
AC 25, touch 17, flat-footed 18 (+7 Dex, +12 natural)
hp 85 (9d10+36)
Fort +5, Ref +13, Will +6; +4 vs. enchantments
OFFENSE
Speed 20 ft., climb 20 ft., fly 40 ft.
Melee bite +18 (1d8+3 plus trip), 2 claws +18 (1d4+3), tail slap +16 (1d6+1)
Space 5 ft.; Reach 5 ft. (10 ft. with bite)
STATISTICS
Str 17, Dex 28, Con 18, Int 7, Wis 10, Cha 11
Base Atk +9/+4; CMB +12 (+19 to trip); CMD 30
Feats Improved Trip, Power Attack, Multiattack, Weapon Finesse, X, X
Skills Acrobatics +19 (+4 jump, +10 balance on surfaces), Climb +19, Knowledge (planes) +6, Perception +10, Stealth +19
SQ evasion, evolutions (ability increase [Dex], bite, claws, climb, flight, improved damage [bite], limbs [arms], magic attacks, mount, reach [bite], tail, tail slap, trip), devotion, link, share spells
Female Human Witch 1
CN medium humanoid (human)
Init +2; Senses Perception +2
DEFENSE
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 8 (1d6+2)
Fort +1, Ref +4, Will +2
OFFENSE
Speed 30 ft.
Melee quarterstaff +0 (1d6) or dagger +0 (1d4/19-20)
Ranged dart +2 (1d4)
Special attacks hex (slumber [1 round])
Witch spells prepared (CL 1st; concentration +5)
1st - ray of enfeeblement (DC 15), mage armor
0 (at will) - daze (DC 14), detect magic, touch of fatigue (DC 14)
Patron Animals
TACTICS
Before Combat Feiya casts mage armor on herself.
During Combat Feiya attempts to use her slumber hex against each enemy in turn. She will then use ray of enfeeblement on the strongest enemy who is still awake.
STATISTICS
Str 10, Dex 14, Con 12, Int 18, Wis 10, Cha 13
Base Atk +0; CMB +0; CMD 11
Feats Alertness, Arcane Strike, Magical Aptitude
Traits (RotRL) Hagfish Hopeful, Desperate Focus
Skills Heal +4 (+6 with healer’s kit), Knowledge (arcana) +8, Knowledge (nature) +8, Sense Motive +2, Spellcraft +10, Use Magic Device +8
Languages Aklo, Common, Celestial, Elven, Sylvan
SQ witch’s familiar (fox named Daji [stores all prepared spells and patron spells, plus cause fear, charm person, identify, obscuring mist, hypnotism and all 0-level spells]
Combat Gear tanglefoot bag; Other Gear dagger, darts (6), quarterstaff, backpack, fetishes, healer's kit, iron pot, rations (4), spell component pouch, sunrods (2), 1gp
Daji, fox familiar
N Tiny magical beast
Init +2; Senses low-light vision, scent; Perception +1
DEFENSE
AC 15, touch 14, flat-footed 13 (+2 Dex, +2 size, +1 natural)
hp 4
Fort +3, Ref +4, Will +3
Defensive abilities improved evasion
OFFENSE
Speed 40 ft.
Melee bite +1 (1d3-1)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 9, Dex 15, Con 13, Int 6, Wis 12, Cha 6
Base Atk +0; CMB +0; CMD 9 (13 vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +2 (+10 when jumping), Perception +8, Stealth +10, Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent
SQ improved evasion, share spells, empathic link
SPECIAL ABILITIES
Familiar
The master of a fox familiar gains a +2 bonus on Reflex saves.
Female Human Witch 7
CN medium humanoid (human)
Init +2; Senses Perception +2
DEFENSE
AC 15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 deflection)
hp 38 (7d6+14)
Fort +5, Ref +8, Will +7
OFFENSE
Speed 30 ft.
Melee quarterstaff +3 (1d6) or dagger +3 (1d4)
Ranged dart +5 (1d4)
Special attacks hexes (DC 19 - cackle, evil eye [-2, 9 rounds], flight, slumber [7 rounds])
Witch spells prepared (CL 7th; concentration +13)
4th - black tentacles, crushing despair (DC 20)
3rd - dominate animal (DC 19), bestow curse (DC 19), dispel magic
2nd - speak with animals, cure moderate wounds, false life, summon monster II
1st - ray of enfeeblement (DC 17), mage armor, cause fear (DC 17), charm person (DC 17), identify, hypnotism (DC 17)
0 (at will) - daze (DC 16), detect magic, read magic, stabilize
Patron Animals
TACTICS
Before Combat Feiya casts false life and mage armor on herself.
During Combat Feiya uses her flight hex to fly above the battlefiels, then casts black tentacles to pin down her enemies. She then uses her evil eye hex to lower an enemy’s Will save, then slumber to remove him from combat.
STATISTICS
Str 10, Dex 14, Con 12, Int 21, Wis 10, Cha 13
Base Atk +3; CMB +3; CMD 15
Feats Alertness, Arcane Strike, Extra Hex (flight), Improved Familiar, Magical Aptitude, Spell Focus (conjuration)
Skills Heal +10 (+12 with healer’s kit), Knowledge (arcana) +15, Knowledge (nature) +15, Knowledge (planes) +15, Perception +9, Sense Motive +2, Spellcraft +17, Use Magic Device +13
Languages Aklo, Common, Celestial, Elven, Sylvan
SQ witch’s familiar (celestial fox named Daji [stores all prepared spells and patron spells, plus 1st - obscuring mist, inflict light wounds, beguiling gift; 2nd - blindness/deafness; 3rd - heroism, share senses; 4th - cure serious wounds, ice storm]
Combat Gear pearl of power (1st), scroll of cure light wounds, scroll of enlarge person, scroll of summon monster III, scroll of pain strike, scroll of cure serious wounds, scroll of greater false life, scroll of charm monster, scroll of arcane sight, tanglefoot bag, whip feather token Other Gear amulet of natural armor +2, backpack, cloak of resistance +2, dagger, darts (10), fetishes, flint and steel, fortune teller’s deck, headband of vast intelligence +2, healer’s kit, iron pot, quarterstaff, rations (6), ring of protection +1, spell component pouch, wand of cure light wounds (50 charges), 87gp
Daji, celestial fox familiar
N Tiny magical beast
Init +2; Senses darkvision 60ft., low-light vision, scent; Perception +1
DEFENSE
AC 18, touch 14, flat-footed 16 (+2 Dex, +2 size, +4 natural)
hp 19
Fort +3, Ref +4, Will +6
DR 5/evil; Resistance 10 cold, acid and electricity
SR 6
OFFENSE
Speed 40 ft.
Melee bite +4 (1d3-1)
Space 2-1/2 ft.; Reach 0 ft.
Special attacks smite evil 1/day
STATISTICS
Str 9, Dex 15, Con 13, Int 9, Wis 12, Cha 6
Base Atk +3; CMB +3; CMD 12 (16 vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +2 (+10 when jumping), Stealth +10, Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent
SQ improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with animals of its kind
SPECIAL ABILITIES
Familiar
The master of a fox familiar gains a +2 bonus on Reflex saves.
Female Human Witch 12
CN medium humanoid (human)
Init +6; Senses Perception +2
DEFENSE
AC 21, touch 15, flat-footed 19 (+2 Dex, +2 natural, +3 deflection, +4 armor)
hp 78 (12d6+24)
Fort +10, Ref +11, Will +11
OFFENSE
Speed 30 ft.
Melee +2 quarterstaff +8/+3 (1d6+2) and nails +1 (1d3)
Ranged dart +8 (1d4)
Special attacks hexes (DC 25 - cackle, evil eye [-4, 12 rounds], flight, misfortune [2 rounds], nails, slumber [12 rounds], disguise [12 hours], agony [12 rounds], retribution [9 rounds])
Witch spells prepared (CL 12th; concentration +20)
6th - antilife shell, raise dead, true seeing, greater heroism
5th - animal growth, baleful polymorph (DC 24), cloudkill (DC 26), dominate person (DC 24), summon monster V
4th - black tentacles, crushing despair (DC 23), summon nature’s ally IV, cure serious wounds, ice storm
3rd - dominate animal (DC 22), bestow curse (2) (DC 22), dispel magic, heroism, share senses
2nd - speak with animals, cure moderate wounds (2), false life, summon monster II, blindness/deafness
1st - ray of enfeeblement (DC 20), beguiling gift (DC 20), cause fear (DC 20), charm person (DC 20), identify, hypnotism (DC 20), inflict light wounds (DC 20)
0 (at will) - daze (DC 19), detect magic, read magic, stabilize
Patron Animals
TACTICS
Before Combat Each morning, Feiya casts false life and mage armor on herself.
During Combat Feiya uses her flight hex to fly above the battlefield, then uses battlefield control spells like black tentacles to pin down her enemies. She then uses her evil eye or agony hexes to weaken an enemy, then slumber to remove him from combat.
STATISTICS
Str 10, Dex 14, Con 12, Int 27, Wis 10, Cha 13
Base Atk +6/+1; CMB +6; CMD 17
Feats Alertness, Arcane Strike, Augment Summoning, Extra Hex (flight), Improved Initiative, Improved Familiar, Magical Aptitude, Spell Focus (conjuration)
Skills Diplomacy +13, Heal +15 (+17 with healer’s kit), Fly +17, Knowledge (arcana) +23, Knowledge (nature) +23, Knowledge (planes) +23, Sense Motive +2, Spellcraft +25, Use Magic Device +18
Languages Aklo, Common, Celestial, Elven, Necril, Sylvan
SQ witch’s familiar (celestial fox named Daji [stores all prepared spells and patron spells, plus 1st -obscuring mist, mage armor, and 6th - eyebite]
Combat Gear pearl of power (1st), scroll of cure light wounds, scroll of enlarge person, scroll of summon monster III, scroll of pain strike, scroll of cure serious wounds, scroll of charm monster, scroll of arcane sight, tanglefoot bag Other Gear +2 quarterstaff, dagger, amulet of natural armor +2, cloak of resistance +4, corset of dire witchcraftUE, darts (10), fetishes, flint and steel, fortune teller’s deck, headband of vast intelligence +6, healer’s kit, iron pot, ring of protection +3, rations (6), wand of cure light wounds (50 charges), 325gp
UE=Ultimate Equipment
Daji, celestial fox familiar
N Tiny magical beast
Init +2; Senses darkvision 60ft., low-light vision, scent; Perception +1
DEFENSE
AC 20, touch 14, flat-footed 18 (+2 Dex, +2 size, +6 natural)
hp 39
Fort +5, Ref +6, Will +9
DR 10/evil; Resistance 15 cold, acid and electricity
SR 17
OFFENSE
Speed 40 ft.
Melee bite +8 (1d3-1)
Space 2-1/2 ft.; Reach 0 ft.
Special attacks smite evil 1/day
STATISTICS
Str 9, Dex 15, Con 13, Int 11, Wis 12, Cha 6
Base Atk +6/+1; CMB +5; CMD 15 (19 vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +2 (+10 when jumping), Stealth +10, Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent
SQ improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with animals of its kind
SPECIAL ABILITIES
Familiar
The master of a fox familiar gains a +2 bonus on Reflex saves.
Male Half-elf Magus 1
LE medium humanoid (elf, human)
Init +2; Senses low-light vision; Perception +8
DEFENSE
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 9 (1d8+1)
Fort +3, Ref +2, Will +1; +2 vs. enchantments
Immune elven immunities
OFFENSE
Speed 30 ft.
Melee +1 scimitar +5 (1d6+4/18-20)
Ranged sling +2 (1d4+3) or ray +2 (by spell)
Special attacks spell combat
Magus spells prepared (CL 1st; concentration +4)
1st - shield, true strike
0 (at will) - detect magic, ray of frost, read magic
TACTICS
Before combat Seltyiel uses a point from his arcane pool to add a +1 enhancement bonus to his scimitar just before entering combat. The arcane pool point has been included in his statistics above.
During combat Seltyiel casts shield on himself, then casts true strike and attacks with his longsword using his spell combat ability.
Base Statistics Before using his arcane pool to enhance his scimitar, Seltyiel’s attack with it is as follows: longsword +4 (1d6+3/18-20)
STATISTICS
Str 16, Dex 14, Con 12, Int 16, Wis 8, Cha 10
Base Atk +0, CMB +3, CMD 15
Feats Skill Focus (Diplomacy), Weapon Focus (scimitar)
Traits (RotRL) Scholar of the Ancients, Anatomist
Skills Diplomacy +4, Intimidate +4, Knowledge (arcana) +7, Perception +8, Spellcraft +7, Stealth +6
Languages Common, Draconic, Dwarven, Elven, Infernal
SQ arcane pool (4 points)
Combat gear acid, alchemist’s fire (2), scroll of enlarge person, weapon blanch (silver) (2) Other gear longsword, dagger, sling with 10 bullets, leather armor, rations (4), spellbook (contains all prepared spells plus 1st - chill touch, enlarge person, grease, shocking grasp and all 0-level magus spells), scroll case, sunrod (4), tindertwig (5), 11gp
Male Half-elf Magus 7
LE medium humanoid (elf, human)
Init +6; Senses low-light vision; Perception +13
DEFENSE
AC 18, touch 13, flat-footed 16 (+4 armor, +1 deflection, +2 Dex, +1 natural)
hp 42 (7d8+7)
Fort +7, Ref +5, Will +5; +2 vs. enchantments
Immune elven immunities
OFFENSE
Speed 30 ft.
Melee +2 keen shock scimitar +11 (1d6+5 plus 1d6 electricity/15-20)
Ranged sling +7 (1d4+3) or ray +7 (by spell)
Special attacks spell combat, spellstrike
Magus spells prepared (CL 7th; concentration +14)
3rd - fly, haste
2nd - frigid touch, invisibility, mirror image, scorching ray
1st - enlarge person, grease (DC 15), shield, shocking grasp, true strike
0 (at will) - detect magic, mage hand, mending, ray of frost, read magic
TACTICS
Before combat Just before entering combat, Seltyiel casts shield, fly, haste, and mirror image, and uses a point from his arcane pool to add the keen and shock enhancements to his scimitar. These weapon enhancements have been included in his statistics above.
During combat Seltyiel casts touch-range spells and attacks with his longsword using his spell combat and spellstrike abilities.
Base Statistics Without the weapon enhancements granted by his arcane pool, Seltyiel’s attacks are as follows: +2 scimitar +11 (1d6+5/19-20)
STATISTICS
Str 16, Dex 14, Con 12, Int 19, Wis 8, Cha 10
Base Atk +5, CMB +8, CMD 20
Feats Alertness, Combat Casting, Extra Arcana (Disruptive), Improved Initiative, Power Attack, Skill Focus (Diplomacy), Weapon Focus (scimitar)
Skills Diplomacy +10, Fly +5, Intimidate +10, Knowledge (arcana) +14, Knowledge (planes) +14, Perception +13, Sense Motive +1, Spellcraft +14, Stealth +12
Languages Common, Draconic, Dwarven, Elven, Infernal
SQ arcane pool (7 points), knowledge pool, magus arcana (Arcane Accuracy, Familiar [bat named Dargenti]), medium armor, spell recall
Combat gear acid, alchemist’s fire (2), scroll of enlarge person, scroll of fireball, scroll of fog cloud, scroll of lightning bolt, wand of ray of enfeeblement (50 charges), weapon blanch (silver) (2) Other gear +2 longsword, dagger, sling with 10 bullets, +2 leather armor, amulet of natural armor +1, cloak of resistance +1, headband of vast intelligence +2, rations (4), ring of protection +1, spellbook (contains all prepared spells plus 1st - chill touch, feather fall, magic missile, ray of enfeeblement, reduce person, 2nd - darkness, shatter and all 0-level magus spells), scroll case, scroll of alter self, scroll of bull’s strength, scroll of spider climb, sunrod (4), tindertwig (5), 646gp
Dargenti, bat familiar
N Diminutive magical beast
Init +2; Senses blindsense 20ft., low-light vision; Perception +12
DEFENSE
AC 20, touch 16, flat-footed 18 (+2 Dex, +4 size, +4 natural)
hp 21
Fort +3, Ref +4, Will +7
OFFENSE
Speed 5 ft., fly 40 ft. (good)
Melee bite +7 (1d3-4)
Space 1 ft.; Reach 0 ft.
STATISTICS
Str 1, Dex 15, Con 6, Int 9, Wis 14, Cha 5
Base Atk +5; CMB +5; CMD 10
Feats Weapon Finesse
Skills Fly +16, Perception +12; Racial Modifiers +4 Perception
SQ improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with animals of its kind
SPECIAL ABILITIES
Familiar
The master of a bat familiar gains a +3 bonus on Fly checks.
Male Half-elf Magus 12
LE medium humanoid (elf, human)
Init +6; Senses low-light vision; Perception +16
DEFENSE
AC 19, touch 14, flat-footed 16 (+4 armor, +1 deflection, +3 Dex, +1 natural)
hp 81 (12d8+24)
Fort +10, Ref +7, Will +7; +2 vs. enchantments
Immune elven immunities
OFFENSE
Speed 30 ft.
Melee +2 axiomatic keen shocking burst scimitar +12 (1d6+8 plus 1d6 electricity/15-20)
Ranged sling +8 (1d4+4) or ray +8 (by spell)
Special attacks critical strike, dispelling strike, improved spell combat, spell combat, spellstrike
Magus spells prepared (CL 7th; concentration +14)
4th - black tentacles, greater invisibility, stoneskin, wreath of bladesUC
3rd - dispel magic, fly, force hook charge, haste, vampiric touch
2nd - darkness, frigid touch (2), invisibility, mirror image, scorching ray, shatter (DC 18)
1st - chill touch (DC 17), enlarge person, feather fall, grease (DC 17), shield, shocking grasp, true strike
0 (at will) - detect magic, mage hand, mending, ray of frost, read magic
TACTICS
Before combat Just before entering combat, Seltyiel casts shield, fly, haste, and mirror image, and uses a point from his arcane pool to add the keen and shocking burst enhancements to his longsword. These weapon enhancements have been included in his statistics above.
During combat Seltyiel casts touch-range spells and attacks with his scimitar using his spell combat and spellstrike abilities.
Base Statistics Without the weapon enhancements granted by his arcane pool, Seltyiel’s attacks are as follows: +2 axiomatic scimitar +16 (1d8+8/19-20)
STATISTICS
Str 19, Dex 16, Con 14, Int 22, Wis 8, Cha 10
Base Atk +9/+4, CMB +12, CMD 25
Feats Combat Casting, Empower Spell, Extra Arcana (Disruptive), Improved Initiative, Power Attack, Skill Focus (Diplomacy), Weapon Focus (scimitar), Weapon Specializaton (scimitar)
Skills Diplomacy +15, Fly +6, Intimidate +15, Knowledge (arcana) +21, Knowledge (planes) +21, Perception +16, Sense Motive +1, Spellcraft +21, Stealth +18
Languages Common, Draconic, Dwarven, Elven, Infernal
SQ arcane pool (10 points), fighter training, improved spell recall, knowledge pool, magus arcana (Arcane Accuracy, Critical Strike, Dispelling Strike, Familiar [bat named Dargenti]), medium armor, spell recall
Combat gear acid, alchemist’s fire (2), cape of the mountebank, pearl of power (1st), pearl of power (2nd), scroll of blink, scroll of enlarge person, scroll of fireball, scroll of fog cloud, scroll of gaseous form, scroll of greater invisibility, scroll of haste, scroll of monstrous physique II, scroll of lightning bolt, scroll of versatile weapon, wand of ray of enfeeblement (50 charges), scroll of stoneskin, scroll of undead anatomy I, weapon blanch (silver) (2) Other gear +2 axiomatic longsword, dagger, sling with 10 bullets, +4 leather armor, amulet of natural armor +1, belt of physical perfection +2, cloak of resistance +1, headband of vast intelligence +4, rations (4), ring of protection +1, spellbook (contains all prepared spells plus 1st - magic missile, ray of enfeeblement, reduce person, 3rd - sleet storm, 4th - arcana theft, phantasmal killer and all 0-level magus spells), scroll case, scroll of alter self, scroll of bull’s strength, scroll of spider climb, sunrod (4), tindertwig (5), 1,951gp
Dargenti, bat familiar
N Diminutive magical beast
Init +2; Senses blindsense 20ft., low-light vision; Perception +18
DEFENSE
AC 22, touch 16, flat-footed 20 (+2 Dex, +4 size, +6 natural)
hp 21
Fort +6, Ref +6, Will +10
SR 17
OFFENSE
Speed 5 ft., fly 40 ft. (good)
Melee bite +11 (1d3-4)
Space 1 ft.; Reach 0 ft.
STATISTICS
Str 1, Dex 15, Con 6, Int 11, Wis 14, Cha 5
Base Atk +9/+4; CMB +9; CMD 14
Feats Weapon Finesse
Skills Fly +16, Perception +18; Racial Modifiers +4 Perception
SQ improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with animals of its kind
SPECIAL ABILITIES
Familiar
The master of a bat familiar gains a +3 bonus on Fly checks.
Female half-elf gunslinger 1
CG Medium humanoid (elf, human)
Init +3; Senses low-light vision; Perception +7
DEFENSE
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 13 (1d10+3)
Fort +4, Ref +5, Will +2; +2 vs. enchantments
Immune magic sleep effects
OFFENSE
Speed 30 ft.
Melee longsword +2 (1d8+1/19–20)
Ranged pistol +5 (1d8/×4)
TACTICS
Before combat Lirianne always drops her backpack before engaging in combat, because otherwise she’s under medium encumbrance.
During combat Lirianne attacks using her pistol, using her move action each round to reload unless she is forced to retreat. She does not enter melee unless she has no other choice.
STATISTICS
Str 12, Dex 16, Con 14, Int 10, Wis 15, Cha 11
Base Atk +1; CMB +2; CMD 15
Feats Gunsmithing*, Skill Focus (Perception), Weapon Focus (pistol)*
Traits (RotRL) Monster Hunter, Indomitable Faith
Skills Craft (alchemy) +4, Intimidate +4, Knowledge (engineering) +4,
Perception +7, Sleight of Hand +7; Racial Modifiers +2 Perception
Languages Common, Elven
SQ deeds (deadeye, gunslinger’s dodge, quick clear), elf blood*, grit (2),
gunsmith
Combat Gear alchemist’s fire; Other Gear studded leather, longsword,
pistol with 30 bullets, backpack, dagger, gunsmith’s kit, hemp rope
(50 ft.), paper cartridges (5), powder horn with 10 doses of black
powder, sunrods (2), waterskin, 19 gp
Add sidebar with traits: Traits Elven Reflexes, Killer
Female half-elf gunslinger 7
CG Medium humanoid (elf, human)
Init +6; Senses low-light vision; Perception +8
DEFENSE
AC 22, touch 17, flat-footed 16 (+5 armor, +1 deflection, +4 Dex, +2
dodge)
hp 64 (7d10+21)
Fort +8, Ref +10, Will +6; +2 vs. enchantments
Immune magical sleep effects
OFFENSE
Speed 30 ft.
Melee longsword +8/+3 (1d8+1/19–20)
Ranged +1 reliable pistol +13 (1d8+5/×4), mwk pistol +8 (1d6+4/×4) or
mwk pistol +13 (1d8+4/×4)
Special attacks dead shot, deadeye, pistol-whip, startling shot, targeting
TACTICS
Before combat Lirianne always drops her backpack before engaging in combat, because otherwise she’s at medium encumbrance.
During combat Lirianne fires at the strongest-looking enemy using both her pistols in the first round, then drops her masterwork pistol and continues reloading and firing her +1 reliable pistol in subsequent rounds, using her grit pool along with her targeting deed to increase her pistol’s critical range.
STATISTICS
Str 12, Dex 18, Con 14, Int 10, Wis 16, Cha 11
Base Atk +7; CMB +8; CMD 25
Feats Extra Grit*, Gunsmithing*, Point Blank Shot, Precise Shot, Rapid
Reload*, Skill Focus (Perception)*, Weapon Focus (pistol)*
Skills Craft (alchemy) +10, Intimidate +10, Knowledge (engineering) +10,
Perception +8, Sleight of Hand +14
Languages Common, Elven
SQ deeds (dead shot, deadeye, gunslinger initiative*, gunslinger’s
dodge, pistol-whip, quick clear, startling shot, targeting, utility shot),
grit (5), elf blood*, gunsmith*, gun training (pistol +4)*, nimble +2*
Combat Gear potion of owl’s wisdom, potions of cure serious wounds
(2), oil of silence, alchemist’s fire; Other Gear +2 studded leather,
longsword, +1 reliable pistol, mwk pistol with 30 bullets, ring of
protection +1, cloak of resistance +1, adamantine bullets (5), backpack,
belt of incredible dexterity +2, dagger, gunsmith’s kit, hemp rope (50
ft.), paper cartridges (15), powder horn with 10 doses of black powder,
silver bullets (5), sunrods (2), waterskin, 79 gp
Female half-elf gunslinger 12
CG Medium humanoid (elf, human)
Init +8; Senses low-light vision; Perception +11
DEFENSE
AC 25, touch 19, flat-footed 16 (+5 armor, +1 deflection, +6 Dex, +3
dodge, +1 natural)
hp 108 (12d10+36)
Fort +13, Ref +15, Will +10; +2 vs. enchantments
Immune magical sleep effects
OFFENSE
Speed 30 ft.
Melee +1 longsword +14/+9/+4 (1d8+2/19–20) or pistol whip +15 (1d6+3)
Ranged +2 distance reliable pistol +23 (1d8+8/×4), +2 pistol +18 (1d8+8/×4) or
+2 pistol +23 (1d8+8/×4)
Special attacks bleeding wound, dead shot, deadeye, pistol-whip, startling shot, targeting
TACTICS
During combat Lirianne attacks the strongest-looking enemy with both pistols on the first round, then drops her +2 pistol and continues reloading and firing her +2 distance reliable pistol on subsequent rounds, using her Signature Deeds as often as possible.
STATISTICS
Str 12, Dex 22, Con 14, Int 10, Wis 18, Cha 11
Base Atk +12; CMB +13; CMD 33
Feats Deadly Aim, Extra Grit*, Gunsmithing*, Improved Precise Shot, Point Blank Shot, Precise Shot, Rapid Reload*, Signature Deed (dead shot), Signature Deed (targeting), Skill Focus (Perception)*, Weapon Focus (pistol)*
Skills Craft (alchemy) +15, Intimidate +15, Knowledge (engineering) +15,
Perception +11, Sleight of Hand +21
Languages Common, Elven
SQ deeds (bleeding wound, dead shot, deadeye, expert loading, gunslinger initiative*, gunslinger’s dodge, lightning reload, pistol-whip, quick clear, startling shot, targeting, utility shot), grit (6), elf blood*, gunsmith*, gun training (pistol +4, blunderbuss +4)*, nimble +3*
Combat Gear potion of owl’s wisdom, potions of cure serious wounds
(2), oil of silence, alchemist’s fire; Other Gear +2 studded leather,
+1 longsword, +2 distance reliable pistol, +2 pistol with 30 bullets, ring of
protection +1, amulet of natural armor +1, cloak of resistance +3, adamantine bullets (5), belt of incredible dexterity +4, bracers of falcon’s aim, dagger, deadshot vest, dry load powder horn, endless bandolier with 60 alchemical (paper) cartriges, gunsmith’s kit, handy haversack, headband of inspired wisdom +2, hemp rope (50 ft.), powder horn with 10 doses of black powder, silver bullets (5), sunrods (2), waterskin, 7,239 gp
Female human ninja (Ultimate Combat 11)
N Medium humanoid (human)
Init +4; Senses Perception +5
DEFENSE
AC 15, touch 14, flat-footed 11 (+1 armor, +4 Dex)
hp 8 (1d8)
Fort +0, Ref +6, Will +1
OFFENSE
Speed 30 ft.
Melee wakizashi +4 (1d6/18–20), or kusarigama +0 (1d3/1d6)
Ranged shuriken +4 (1d2)
Special Attacks sneak attack +1d6
TACTICS
During Combat Reiko uses her shuriken from range during the first round on any enemy that has not acted yet to take advantage of her sneak attack. Then she attempts to flank an enemy, using Acrobatics to move around the enemy without provoking attacks of opportunity. Once flanking, she uses her wakizashi to sneak attack the opponent.
STATISTICS
Str 10, Dex 18, Con 10, Int 13, Wis 12, Cha 14
Base Atk +0; CMB +0; CMD 14
Feats Deceitful*, Weapon Finesse*
Skills Acrobatics +8, Bluff +8, Climb +4, Disguise +8, Escape Artist +8, Knowledge (religion) +2, Perception +5, Sense Motive +5 (+10 to intercept secret messages), Sleight of Hand +8, Stealth +8, Use Magic Device +6
Languages Common, Giant, Tien
SQ poison use
Combat Gear caltrops, flash powder, smoke pellet; Other Gear haramaki, kusarigama, shuriken (10), wakizashi, backpack, belt pouch, disguise kit, grappling hook, silk rope (50 ft.), 3 gp
Add sidebar with traits: Traits Canter, Reactionary
Female human ninja 7 (Ultimate Combat 11)
N Medium humanoid (human)
Init +4; Senses Perception +11
DEFENSE
AC 20, touch 15, flat-footed 15 (+5 armor, +4 Dex, +1 dodge)
hp 35 (7d8)
Fort +4, Ref +11, Will +5
Defensive Abilities uncanny dodge
OFFENSE
Speed 30 ft.
Melee +2 wakizashi +11 (1d6+2/18–20), or mwk kusarigama +6 (1d3/1d6)
Ranged shuriken +9 (1d2)
Special Attacks sneak attack +4d6
TACTICS
During Combat Reiko attacks an enemy who has not acted yet using a shuriken in the first round, then uses her vanishing trick ability to go invisible and position herself for flanking. She activates her shadow clone ability, then uses her +2 wakizashi to get sneak attack damage on that opponent.
STATISTICS
Str 10, Dex 19, Con 10, Int 13, Wis 12, Cha 14
Base Atk +5; CMB +5; CMD 20
Feats Deceitful*, Dodge, Mobility, Spring Attack, Stealthy*, Weapon Finesse
Skills Acrobatics +14, Bluff +14, Climb +10, Craft (alchemy) +7, Disguise +14, Escape Artist +16, Knowledge (religion) +5, Perception +11, Sense Motive +11 (+16 to intercept secret messages), Sleight of Hand +14, Stealth +21, Use Magic Device +12
Languages Common, Giant, Tien
SQ ki pool (5), light steps, ninja tricks (combat trick, shadow clone, vanishing trick), no trace +2, poison use
Combat Gear potion of cure light wounds, potions of cure moderate wounds (3), potion of pass without trace, potion of protection from evil, caltrops, flash powder, smoke pellet; Other Gear +2 shadow studded leather, mwk kusarigama, +2 wakizashi, shuriken (10), cloak of resistance +2, hat of disguise, backpack, belt pouch, grappling hook, silk rope (50 ft.), 3 gp
Female human ninja 12 (Ultimate Combat 11)
N Medium humanoid (human)
Init +7; Senses Perception +11
DEFENSE
AC 23, touch 16, flat-footed 17 (+7 armor, +5 Dex, +1 dodge)
hp 57 (12d8)
Fort +6, Ref +17, Will +6
Defensive Abilities improved uncanny dodge
OFFENSE
Speed 30 ft.
Melee +2 keen wakizashi +18/+13 (1d6+2/15–20), or +1 ghost touch/+1 merciful kusarigama +17/+12 (1d3/2d6+1 nonlethal)
Ranged shuriken +16/+11 (1d2)
Special Attacks pressure points, sneak attack +6d6
TACTICS
During Combat Reiko attacks an enemy who has not acted yet using a shuriken in the first round, then uses her vanishing trick ability to go invisible and position herself for flanking. She activates her shadow clone ability, then uses her +2 wakizashi to get sneak attack damage on that opponent.
STATISTICS
Str 10, Dex 25, Con 10, Int 13, Wis 12, Cha 14
Base Atk +9/+4; CMB +16; CMD 26
Feats Agile Maneuvers, Deceitful*, Dodge, Improved Dirty Trick, Mobility, Spring Attack, Stealthy*, Weapon Finesse
Skills Acrobatics +22, Bluff +19, Climb +15, Craft (alchemy) +12, Disguise +21, Escape Artist +24, Knowledge (religion) +5, Perception +16, Sense Motive +16 (+21 to intercept secret messages), Sleight of Hand +22, Stealth +34, Use Magic Device +17
Languages Common, Giant, Tien
SQ ki pool (5), evasion, light steps, master tricks, ninja tricks (combat trick, invisible blade, shadow clone, pressure points, vanishing trick), no trace +4, poison use
Combat Gear potion of cure light wounds, potions of cure moderate wounds (3), potion of pass without trace, potion of protection from evil, caltrops, flash powder, smoke pellet; Other Gear +4 improved shadow studded leather, +1 ghost touch/+1 merciful kusarigama, +2 keen wakizashi, shuriken (10), amulet of natural armor +2, belt of incredible dexterity +4, cloak of resistance +2, hat of disguise, backpack, belt pouch, grappling hook, ring of ki masteryUE, silk rope (50 ft.), 1,253 gp
HAYATO
Male human samurai 1 (Ultimate Combat 18)
LG Medium humanoid (human)
Init +1; Senses Perception +3
DEFENSE
AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 13 (1d10+3)
Fort +4, Ref +1, Will +2
OFFENSE
Speed 20 ft.
Melee katana +4 (1d8+2/18–20) or naginata +3 (1d8+3/×4)
Ranged shortbow +2 (1d6/×3)
Special Attacks challenge (+1, 1/day)
TACTICS
Before Combat
During Combat
STATISTICS
Str 15, Dex 13, Con 15, Int 10, Wis 14, Cha 12
Base Atk +1; CMB +3; CMD 14
Feats Mounted Combat, Weapon Focus (katana)*
Skills Diplomacy +5, Linguistics +1, Perception +3, Perform (string)
+2, Ride +2, Sense Motive +2; Armor Check –3
Languages Common, Tien
SQ mount (Jinfu [horse]), order challenge +1, resolve, ronin
Gear kikko armor, katana, naginata, shortbow with 20 arrows,
backpack, waterskin, 1 gp
Add sidebar with traits: Traits Armor Expert, Suspicious
HAYATO
Male human samurai 7 (Ultimate Combat 18)
LG Medium humanoid (human)
Init +1; Senses Perception +11
DEFENSE
AC 22, touch 12, flat-footed 21 (+10 armor, +1 deflection, +1 Dex)
hp 64 (7d10+21)
Fort +9, Ref +5, Will +8
OFFENSE
Speed 20 ft.
Melee +2 katana +14/+9 (1d8+5/18–20) or naginata +10/+5 (1d8+4/×4)
Ranged +1 longbow +9/+4 (1d8+1/×3)
Special Attacks challenge (+7, 3/day)
TACTICS
Before Combat
During Combat
STATISTICS
Str 16, Dex 13, Con 15, Int 10, Wis 14, Cha 12
Base Atk +7; CMB +10; CMD 22
Feats Alertness*, Greater Weapon Focus (katana)*, Iron Will*,
Mounted Combat, Power Attack, Weapon Focus (katana)*
Skills Diplomacy +10, Handle Animal +10, Linguistics +1, Perception
+11, Perform (string) +2, Ride +5, Sense Motive +14; Armor Check –5
Languages Common, Tien
SQ banner +2, mount (Jinfu [horse]), mounted archer, order abilities (self
reliant), order challenge +2, resolve (4), ronin, weapon expertise (katana)
Combat Gear potion of cure moderate wounds (2), potion of remove fear;
Other Gear +2 o-yoroi armor, +2 katana, naginata, +1 longbow with 20
arrows, backpack, cloak of resistance +2, masterwork koto (stringed
instrument), ring of protection +1, waterskin, 104 gp