Brakk'Arn Fury Riders
Gordovan
Kilver
Sanroil
Brakk'Arm Stormrider
Barbarian, Human; CR: 8; XP: 4,800; Human barbarian (mounted fury) 9 Align: CN; Medium humanoid (Human)
Init: +2; Senses: Perception +13
DEFENSE: AC: 21; TAC: 12; FFAC: 19; HD: 9d12+18+9; HP: 100; Saves: For: +10, Ref: +7, Will: +6; +3 vs. traps; DR 1/-
RAGING: DEFENSE: AC: 19; TAC: 10; FFAC: 17; HD: 9d12+36+9; HP: 118; Saves: For: +12, Ref: +7, Will: +8; +3 vs. traps
OFFENSE: Speed: 30 ft.; Melee: +2 greatsword +17/+12 (2d6+11/17-20) or heavy flail +15/+10 (1d10+6/19-20); Ranged: masterwork composite mighty longbow (+6) +12/+7 (1d8+6/x3) or mounted masterwork composite mighty longbow (+6) +9/+4 (1d8+6/x3);
RAGING: OFFENSE: Melee: +2 greatsword +19/+13 (2d6+14/17-20) or heavy flail +17/+15 (1d10+12/19-20), Ranged: masterwork composite mighty longbow (+4) +12/+7 (1d8+4/x3) or mounted masterwork composite mighty longbow (+6) +10/+5 (1d8+6/x3);
Special Attacks: rage (22 rounds/day)
Statistics: Str: 22 ; Dex: 14 ; Con: 14 ; Int: 8 ; Wis: 12 ; Cha: 10 ; BAB: +9; CMB: +15 ; CMD: 26
RAGING: Statistics: Str: 26 ; Dex: 13 ; Con: 18 ; Int: 10 ; Wis: 12 ; Cha: 8 ; BAB: +9 ; CMB: +17 ; CMD: 29
Feats: Ferocious Trample, Guarded Life, Improved Critical (greatsword), Mounted Combat, Mounted Archery, Mounted Onslaught, Ride By Attack, Trample
Skills: (4 + Int): Acrobatics (Dex)(c), Climb (Str)(c) , Craft (Int)(c), Handle Animal (Cha)(c) +12, Intimidate (Cha)(c), Knowledge (nature) (Int)(c), Perception (Wis)(c) +13, Ride (Dex)(c) +14, Survival (Wis)(c) +13, and Swim (Str)(c).
Special Abilities:
Fast Rider (Ex): Speed +10 ft. for barbarian's mount
Rage (Ex): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear’s endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.
Ferocious Mount (Ex): While raging and mounted, the barbarian’s mount also gains the benefits of rage (including greater rage and mighty rage) as long as the barbarian is mounted or adjacent to it. While her mount is raging in this way, she must spend one additional round of rage per round. She can elect not to pay this cost, in which case her mount does not rage.
Surprise Accuracy (Ex): The barbarian gains a +1 morale bonus on one attack roll. This bonus increases by +1 for every 4 levels the barbarian has attained. This power is used as a swift action before the roll to hit is made. Can only be used once per rage.
Guarded Life (Ex): While raging, if the barbarian is reduced below 0 hit points, 1 hit point of lethal damage per barbarian level is converted to nonlethal damage. If the barbarian is at negative hit points due to lethal damage, she immediately stabilizes.
Languages: Common
Special Qualities: rage power (ferocious mount, guarded life, surprise accuracy +2), trap sense 2
Treasure: NPC Gear (potion of cure moderate wounds (2), potion of lesser restoration, potion of protection from evil, cloak of resistance +2, amulet of natural armor +2, alchemist's fire, +1 breastplate, +2 greatsword, belt of giant strength +4, heavy flail, longbow, arrows (20)), 2,950gp
Mount:
Sennervil
Horse, Effective Druid Level 5; CR: ; XP: ; Align: N; Large animal
Init: +2; Senses: low-light vision, scent; Perception +7
DEFENSE: AC: 24; TAC: 12; FFAC: 22; HD: 5d8+10; HP: 35; Saves: For: +5, Ref: +6, Will: +2; SD: evasion
OFFENSE: Speed: 60 ft.; Melee: bite +6 (1d4+4) and 2 hooves +2 (1d6+2); Space: 10 ft.; Reach: 5 ft.; Special Attacks: trample (2d6+6, Reflex DC 18)
Statistics: Str: 18; Dex: 16; Con: 13; Int: 2; Wis: 12; Cha: 6; BAB: +3; CMB: +7; CMD: 19 (23 vs. trip)
Feats: Light Armor Proficiency, Improved Overrun, Toughness, Medium Armor Proficiency
Bonus Tricks: combat training, work, seek
Skills: Acrobatics (D)(c)(ac) +8, Appraise (I), Bluff (Ch), Climb (S)(c), Craft ( ) (I), Diplomacy (Ch), Disable Device (I*), Disguise (Ch), Escape Artist (D)(ac), Fly (D)(ac)(c), Handle Animal (Ch*), Heal (W), Intimidate (Ch)(ac), Knowledge (arcana) (I*), Knowledge (Dungeoneering) (I*), Knowledge (Engineering) (I*), Knowledge (Geography) (I*), Knowledge (History) (I*), Knowledge (Local) (I*), Knowledge (Nature) (I*), Knowledge (Nobility) (I*), Knowledge (Planes) (I*), Knowledge (Religion) (I*), Linguistics (I*), Perception (W)(ac)(c) +7, Perform ( ) (Ch), Profession ( ) (W*), Ride (D), Sense Motive (W), Sleight of Hand (D*), Spellcraft (I*), Stealth (D)(ac)(c), Survival (W)(ac), Swim (S)(ac)(c), Use Magic Device (Ch*); Racial Modifiers:
Special Qualities: link, evasion
Treasure: NPC Gear (Breast plate barding, bit and bridle)
Ikrit Silverwolf
Barbarian, Human; CR: 7; XP: 3,200; Human barbarian (mounted fury) 8 Align: CN; Medium humanoid (Human)
Init: +2; Senses: Perception +12
DEFENSE: AC: 21; TAC: 12; FFAC: 19; HD: 8d12+16+8; HP: 90; Saves: For: +10, Ref: +6, Will: +5; +2 vs. traps; DR 1/-
RAGING: DEFENSE: AC: 19; TAC: 10; FFAC: 17; HD: 8d12+32+8; HP: 106; Saves: For: +12, Ref: +6, Will: +7; +2 vs. traps
OFFENSE: Speed: 30 ft.; Melee: +2 greatsword +16/+11 (2d6+11/19-20) or heavy flail +14/+9 (1d10+6/19-20); Ranged: masterwork composite mighty longbow (+6) +11/+6 (1d8+6/x3) or mounted masterwork composite mighty longbow (+6) +8/+3 (1d8+6/x3);
RAGING: OFFENSE: Melee: +2 greatsword +18/+13 (2d6+14/19-20) or heavy flail +16/+10 (1d10+12/19-20), Ranged: masterwork composite mighty longbow (+4) +11/+6 (1d8+4/x3) or mounted masterwork composite mighty longbow (+6) +9/+4 (1d8+6/x3);
Special Attacks: rage (20 rounds/day)
Statistics: Str: 22 ; Dex: 14 ; Con: 14 ; Int: 8 ; Wis: 12 ; Cha: 10 ; BAB: +8 ; CMB: +14 ; CMD: 25
RAGING: Statistics: Str: 26 ; Dex: 13 ; Con: 18 ; Int: 10 ; Wis: 12 ; Cha: 8 ; BAB: +8 ; CMB: +16 ; CMD: 27
Feats: Ferocious Trample, Guarded Life, Mounted Combat, Mounted Archery, Mounted Onslaught, Ride By Attack, Trample
Skills: (4 + Int): Acrobatics (Dex)(c), Climb (Str)(c) , Craft (Int)(c), Handle Animal (Cha)(c) +11, Intimidate (Cha)(c), Knowledge (nature) (Int)(c), Perception (Wis)(c) +12, Ride (Dex)(c) +13, Survival (Wis)(c) +12, and Swim (Str)(c).
Special Abilities:
Fast Rider (Ex): Speed +10 ft. for barbarian's mount
Rage (Ex): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear’s endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.
Ferocious Mount (Ex): While raging and mounted, the barbarian’s mount also gains the benefits of rage (including greater rage and mighty rage) as long as the barbarian is mounted or adjacent to it. While her mount is raging in this way, she must spend one additional round of rage per round. She can elect not to pay this cost, in which case her mount does not rage.
Surprise Accuracy (Ex): The barbarian gains a +1 morale bonus on one attack roll. This bonus increases by +1 for every 4 levels the barbarian has attained. This power is used as a swift action before the roll to hit is made. Can only be used once per rage.
Guarded Life (Ex): While raging, if the barbarian is reduced below 0 hit points, 1 hit point of lethal damage per barbarian level is converted to nonlethal damage. If the barbarian is at negative hit points due to lethal damage, she immediately stabilizes.
Languages: Common
Special Qualities: rage power (ferocious mount, guarded life, surprise accuracy +2), trap sense 2
Treasure: NPC Gear (potion of cure moderate wounds (2), potion of lesser restoration, potion of protection from evil, cloak of resistance +2, amulet of natural armor +2, alchemist's fire, +1 breastplate, +2 greatsword, belt of giant strength +4, heavy flail, longbow, arrows (20)), 950gp
Mount:
Horse, Effective Druid Level 4; CR: ; XP: ; Align: N; Large animal
Init: +2; Senses: low-light vision, scent; Perception +7
DEFENSE: AC: 21; TAC: 12; FFAC: 19; HD: 4d8+8; HP: 27; Saves: For: +5, Ref: +6, Will: +2; SD: evasion
OFFENSE: Speed: 60 ft.; Melee: bite +6 (1d4+4) and 2 hooves +2 (1d6+2); Space: 10 ft.; Reach: 5 ft.; Special Attacks: trample (2d6+6, Reflex DC 18)
Statistics: Str: 18; Dex: 16; Con: 13; Int: 2; Wis: 12; Cha: 6; BAB: +3; CMB: +7; CMD: 19 (23 vs. trip)
Feats: Light Armor Proficiency, Improved Overrun, Toughness
Bonus Tricks: combat training, work, seek
Skills: Acrobatics (D)(c)(ac) +8, Appraise (I), Bluff (Ch), Climb (S)(c), Craft ( ) (I), Diplomacy (Ch), Disable Device (I*), Disguise (Ch), Escape Artist (D)(ac), Fly (D)(ac)(c), Handle Animal (Ch*), Heal (W), Intimidate (Ch)(ac), Knowledge (arcana) (I*), Knowledge (Dungeoneering) (I*), Knowledge (Engineering) (I*), Knowledge (Geography) (I*), Knowledge (History) (I*), Knowledge (Local) (I*), Knowledge (Nature) (I*), Knowledge (Nobility) (I*), Knowledge (Planes) (I*), Knowledge (Religion) (I*), Linguistics (I*), Perception (W)(ac)(c) +7, Perform ( ) (Ch), Profession ( ) (W*), Ride (D), Sense Motive (W), Sleight of Hand (D*), Spellcraft (I*), Stealth (D)(ac)(c), Survival (W)(ac), Swim (S)(ac)(c), Use Magic Device (Ch*); Racial Modifiers:
Special Qualities: link, evasion
Treasure: NPC Gear (studded leather barding, bit and bridle)
36 Regular Riders
Barbarian, Human; CR: 2; XP: 400; Human barbarian (mounted fury) 3 Align: CN; Medium humanoid (Human)
Init: +1; Senses: Perception +7
DEFENSE: AC: 17; TAC: 11; FFAC: 16; HD: 3d12+6+3; HP: 38; Saves: For: +5, Ref: +1, Will: +2; +1 vs. traps
RAGING: DEFENSE: AC: 15; TAC: 9; FFAC: 14; HD: 3d12+12+3; HP: 44; Saves: For: +7, Ref: +2, Will: +4; +1 vs. traps
OFFENSE: Speed: 30 ft.; Melee: masterwork greatsword +7 (2d6+4/19-20) or heavy flail +6 (1d10+4/19-20); Ranged: longbow +4 (1d8/x3) or mounted longbow +2 (1d8/x3);
RAGING: OFFENSE: Melee: masterwork greatsword +9 (2d6+7/19-20) or heavy flail +8 (1d10+7/19-20), Ranged: longbow +4 (1d8/x3) or mounted longbow +2 (1d8/x3);
Special Attacks: rage (10 rounds/day)
Statistics: Str: 17 ; Dex: 13 ; Con: 14 ; Int: 8 ; Wis: 12 ; Cha: 10 ; BAB: +3 ; CMB: +6 ; CMD: 17
RAGING: Statistics: Str: 21 ; Dex: 13 ; Con: 18 ; Int: 10 ; Wis: 12 ; Cha: 8 ; BAB: +3 ; CMB: +8 ; CMD: 19
Feats: Mounted Combat, Mounted Archery, Ride By Attack
Skills: (4 + Int): Acrobatics (Dex)(c), Climb (Str)(c) , Craft (Int)(c), Handle Animal (Cha)(c) +6, Intimidate (Cha)(c), Knowledge (nature) (Int)(c), Perception (Wis)(c) +7, Ride (Dex)(c) +7, Survival (Wis)(c) +7, and Swim (Str)(c).
Special Abilities:
Fast Rider (Ex): Speed +10 ft. for barbarian's mount
Rage (Ex): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear’s endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.
Ferocious Mount (Ex): While raging and mounted, the barbarian’s mount also gains the benefits of rage (including greater rage and mighty rage) as long as the barbarian is mounted or adjacent to it. While her mount is raging in this way, she must spend one additional round of rage per round. She can elect not to pay this cost, in which case her mount does not rage.
Languages: Common
Special Qualities: rage power (ferocious mount), trap sense 1
Treasure: NPC Gear (potion of cure moderate wounds (2), potion of lesser restoration, potion of protection from evil, alchemist's fire, masterwork breastplate, masterwork greatsword, heavy flail, longbow, arrows (20)), 250gp
20 Young
Barbarian, Human; CR: 1/2; XP: 200; Human barbarian (mounted fury) 1 Align: CN; Medium humanoid (Human)
Init: +1; Senses: Perception +5
DEFENSE: AC: 17; TAC: 11; FFAC: 16; HD: 1d12+3+1; HP: 16; Saves: For: +4, Ref: +1, Will: +1;
RAGING: DEFENSE: AC: 15; TAC: 9; FFAC: 14; HD: 1d12+5; HP: 17; Saves: For: +6, Ref: +1, Will: +3;
OFFENSE: Speed: 30 ft.; Melee: greatsword +4 (2d6+4/19-20) or heavy flail +4 (1d10+4/19-20); Ranged: longbow +2 (1d8/x3) or mounted longbow -2 (1d8/x3);
RAGING: OFFENSE: Melee: greatsword +6 (2d6+7/19-20) or heavy flail +6 (1d10+7/19-20), Ranged: longbow +2 (1d8/x3) or mounted longbow -2 (1d8/x3);
Special Attacks: rage (6 rounds/day)
Statistics: Str: 17 ; Dex: 13 ; Con: 14 ; Int: 8 ; Wis: 12 ; Cha: 10 ; BAB: +1 ; CMB: +4 ; CMD: 15
RAGING: Statistics: Str: 21 ; Dex: 13 ; Con: 18 ; Int: 10 ; Wis: 12 ; Cha: 8 ; BAB: +1 ; CMB: +6 ; CMD: 17
Feats: Mounted Combat, Ride By Attack
Skills: (4 + Int): Acrobatics (Dex)(c), Climb (Str)(c) , Craft (Int)(c), Handle Animal (Cha)(c) +4, Intimidate (Cha)(c), Knowledge (nature) (Int)(c), Perception (Wis)(c) +5, Ride (Dex)(c) +5, Survival (Wis)(c) +5, and Swim (Str)(c).
RAGING: Skills: (4 + Int): Acrobatics (Dex)(c), Climb (Str)(c) , Craft (Int)(c), Handle Animal (Cha)(c), Intimidate (Cha)(c) +3, Knowledge (nature) (Int)(c), Perception (Wis)(c) +5, Ride (Dex)(c), Survival (Wis)(c) +5, and Swim (Str)(c).
Special Abilities:
Fast Rider (Ex): Speed +10 ft. for barbarian's mount
Rage (Ex): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear’s endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.
Languages: Common
Special Qualities:
Treasure: NPC Gear (potion of cure light wounds, potion of remove fear, alchemist's fire, breastplate, greatsword, heavy flail, longbow, arrows (20)), 5gp
70 horses
Horse; CR: 1; XP: 400; Align: N; Large animal
Init: +2; Senses: low-light vision, Perception +6
DEFENSE: AC: 11; TAC: 11; FFAC: 9; HD: 2d8+6; HP: 15; Saves: For: +6, Ref: +5, Will: +1
OFFENSE: Speed: 50 ft.; Melee: 2 hooves -2 (1d4+1); Space: 10 ft.; Reach: 5 ft.
Statistics: Str: 16 ; Dex: 14 ; Con: 17 ; Int: 2 ; Wis: 13 ; Cha: 7 ; BAB: +1 ; CMB: +5 ; CMD: 17 (21 vs. trip)
Feats: Endurance, Run8
Skills: Perception +6
Special Qualities: docile
Organization: solitary, pair, or herd (3-30)
Treasure: none
Special Abilities:
Docile (Ex): Unless specifically trained for combat (see Handle Animal skill on page 97 of the Pathfinder RPG Core Rulebook), a horse’s hooves are treated as secondary attacks.
Treasure:
Longhouses:
97 pp, 1467 gp, 834 sp, 1599 cp
Gems - 2931gp
Agate (12 gp), Amethyst (110 gp), Aquamarine (350 gp), Azurite (11 gp), Azurite (12 gp), Carnelian (35 gp), Chrysoberyl (120 gp), Citrine (45 gp), Coral (100 gp), Green Spinel (45 gp), Green Spinel (60 gp), Ivory (55 gp), Jet (90 gp), Moonstone (50 gp), Obsidian (9 gp), Obsidian (10 gp), Obsidian (12 gp), 2 x Onyx (50 gp), 2 x Onyx (60 gp), Opal (350 gp), Opal (550 gp), Peridot (60 gp), Pyrite (13 gp), Red Spinel (45 gp), Rock Quartz (9 gp), Rock Quartz (10 gp), Rock Quartz (11 gp), Sardonyx (35 gp), Shell (10 gp), Shell (12 gp), Tigereye (9 gp), Topaz (450 gp), Turquoise (10 gp), Turquoise (11 gp)
Masterwork Chainmail (300 gp), Masterwork Dagger (302 gp), Masterwork Leather Armor (160 gp), Masterwork Morningstar (308 gp), Masterwork Scythe (318 gp), Masterwork Sickle (306 gp)
+1 longsword - shatterspike - has teeth and barbs to catch opponents swords.
Leader Longhouse
437pp, 2487 gp, 783 sp, 2092 cp
4-500gp dire hyena pelts, 3-200gp ornamental mastodon tusks - carved into horses.
Undercutting Great Axe