Chaotic Evil
31 -
(4 slain)
3 - level 3 - Jokord (dead), Ferril, Rak (dead)
1 - level 4 - Dettor
1 - level 5 chieftain - Lang the Black
4 - wolves
10 (now 6)
Barbarian, Human (greatsword/lamellar); CR: 1/2; XP: 200; Human barbarian 1 Align: CN; Medium humanoid (Human)
Init: +1; Senses: Perception +5
DEFENSE: AC: 15; TAC: 11; FFAC: 14; HD: 1d12+3+1; HP: 16; Saves: For: +4, Ref: +1, Will: +1;
RAGING: DEFENSE: AC: 13; TAC: 9; FFAC: 14; HD: 1d12+5; HP: 17; Saves: For: +6, Ref: +1, Will: +3;
OFFENSE: Speed: 40 ft.; Melee: greatsword +4 (2d6+4/19-20) or heavy flail +4 (1d10+4/19-20); Ranged: sling +2 (1d4+3);
RAGING: OFFENSE: Melee: greatsword +6 (2d6+7/19-20) or heavy flail +6 (1d10+7/19-20)
Special Attacks: rage (6 rounds/day)
Statistics: Str: 17 ; Dex: 13 ; Con: 14 ; Int: 10 ; Wis: 12 ; Cha: 8 ; 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: Cleave, Power Attack
Skills: (4 + Int): Acrobatics (Dex)(c), Climb (Str)(c) +7, 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) +7.
RAGING: Skills: (4 + Int): Acrobatics (Dex)(c), Climb (Str)(c) +9, 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) +9.
Special Abilities:
Fast Movement (Ex): Speed +10 ft. in medium armor or less
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, lamellar, greatsword, heavy flail, sling, sling bullets (10)), 5gp
10 (4 left)
Barbarian, Human (greataxe/lamellar); CR: 1/2; XP: 200; Human barbarian 1 Align: CN; Medium humanoid (Human)
Init: +1; Senses: Perception +5
DEFENSE: AC: 15; TAC: 11; FFAC: 14; HD: 1d12+3+1; HP: 16; Saves: For: +4, Ref: +1, Will: +1;
RAGING: DEFENSE: AC: 13; TAC: 9; FFAC: 14; HD: 1d12+5; HP: 17; Saves: For: +6, Ref: +1, Will: +3;
OFFENSE: Speed: 40 ft.; Melee: greataxe +4 (1d12+4/x3) or heavy flail +4 (1d10+4/19-20); Ranged: sling +2 (1d4+3);
RAGING: OFFENSE: Melee: greataxe +6 (1d12+7/x3) or heavy flail +6 (1d10+7/19-20)
Special Attacks: rage (6 rounds/day)
Statistics: Str: 17 ; Dex: 13 ; Con: 14 ; Int: 10 ; Wis: 12 ; Cha: 8 ; 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: Cleave, Power Attack
Skills: (4 + Int): Acrobatics (Dex)(c), Climb (Str)(c) +7, 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) +7.
RAGING: Skills: (4 + Int): Acrobatics (Dex)(c), Climb (Str)(c) +9, 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) +9.
Special Abilities:
Fast Movement (Ex): Speed +10 ft. in medium armor or less
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, lamellar, greatsword, heavy flail, sling, sling bullets (10)), 5gp
11 (now 3)
Barbarian, Human (longbow/lamellar); CR: 1/2; XP: 200; Human barbarian 1 Align: CN; Medium humanoid (Human)
Init: +1; Senses: Perception +5
DEFENSE: AC: 15; TAC: 11; FFAC: 14; HD: 1d12+3+1; HP: 16; Saves: For: +4, Ref: +1, Will: +1;
RAGING: DEFENSE: AC: 13; TAC: 9; FFAC: 14; HD: 1d12+5; HP: 17; Saves: For: +6, Ref: +1, Will: +3;
OFFENSE: Speed: 40 ft.; Melee: battleaxe +4 (1d8+3/x3); Ranged: longbow, composite (+3) +2 (1d8+3);
RAGING: OFFENSE: Melee: battleaxe +6 (2d6+5/19-20)
Special Attacks: rage (6 rounds/day)
Statistics: Str: 17 ; Dex: 13 ; Con: 14 ; Int: 10 ; Wis: 12 ; Cha: 8 ; 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: Cleave, Power Attack
Skills: (4 + Int): Acrobatics (Dex)(c), Climb (Str)(c) +7, 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) +7.
RAGING: Skills: (4 + Int): Acrobatics (Dex)(c), Climb (Str)(c) +9, 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) +9.
Special Abilities:
Fast Movement (Ex): Speed +10 ft. in medium armor or less
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, alchemist's fire, lamellar, battleaxe, composite longbow (+3), arrows (20)), 5gp
Rak
Barbarian, Human (greatsword/lamellar); CR: 2; XP: 600; Human barbarian 3 Align: CN; Medium humanoid (Human)
Init: +1; Senses: Perception +7
DEFENSE: AC: 15; TAC: 11 ; FFAC: 14; HD: 3d12+9; HP: 36; Saves: For: +5 , Ref: +2, Will: +2; Defensive Abilities: uncanny dodge
RAGING: AC: 13; TAC: 9 ; FFAC: 12; HD: 3d12+16; HP: 42; Saves: For: +7 , Ref: +2, Will: +4
OFFENSE: Speed: 40 ft. ; Melee: masterwork greatsword +7 (2d6+4/19-20) or heavy flail +6 (1d10+4/19-20); Ranged: sling +4 (1d4+3);
RAGING: Melee: masterwork greatsword +9 (2d6+7/19-20) or heavy flail +8 (1d10+7/19-20);
Special Attacks: rage (10 rounds/day)
Statistics: Str: 17 ; Dex: 13 ; Con: 14 ; Int: 10 ; Wis: 12 ; Cha: 8 ; BAB: +3; CMB: +6; CMD: 17
RAGING: Str: 21 ; Dex: 13 ; Con: 18 ; Int: 10 ; Wis: 12 ; Cha: 8 ; BAB: +3; CMB: +8; CMD: 19
Feats: Cleave, Intimidating Prowess, Power Attack
Skills: (4 + Int): Acrobatics (Dex)(c), Climb (Str)(c) +9, Craft (Int)(c), Handle Animal (Cha)(c), Intimidate (Cha)(c) +8, Knowledge (nature) (Int)(c), Perception (Wis)(c) +7, Ride (Dex)(c), Survival (Wis)(c) +7, and Swim (Str)(c) +9.
RAGING: Skills: (4 + Int): Acrobatics (Dex)(c), Climb (Str)(c) +11, Craft (Int)(c), Handle Animal (Cha)(c), Intimidate (Cha)(c) +8, Knowledge (nature) (Int)(c), Perception (Wis)(c) +7, Ride (Dex)(c), Survival (Wis)(c) +7, and Swim (Str)(c) +11.
Special Abilities:
Fast Movement (Ex): Speed +10 ft. in medium armor or less
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.
Surprise Accuracy) (Ex): The barbarian gains a +1 per 4 levels morale bonus on one attack roll per rage. Used as a swift action before the roll to hit is made.
Uncanny Dodge (Ex): At 2nd level, a barbarian gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to armor class if immobilized. A barbarian with this ability can still lose her Dexterity bonus to armor class if an opponent successfully uses the feint action against her.
If a barbarian already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.
Special Qualities: rage power (surprise accuracy), uncanny dodge, trap sense +1
Languages: Common
Organization:
Treasure: Combat Gear: Potion of cure moderate wounds, potion of lesser restoration, potion of remove fear, alchemist’s fire; Other Gear: lamellar, masterwork greatsword, heavy flail, sling with 10 bullets, 250gp
Jokord, Ferril
Barbarian, Human (greataxe/lamellar); CR: 2; XP: 600; Human barbarian 3 Align: CN; Medium humanoid (Human)
Init: +1; Senses: Perception +7
DEFENSE: AC: 15 ; TAC: 11 ; FFAC: 14; HD: 3d12+9; HP: 36; Saves: For: +5 , Ref: +2, Will: +2; Defensive Abilities: uncanny dodge
RAGING: AC: 13 ; TAC: 9 ; FFAC: 12; HD: 2d12+10; HP: 42; Saves: For: +7 , Ref: +2, Will: +4
OFFENSE: Speed: 40 ft. ; Melee: masterwork greataxe +7 (1d12+4/x3) or heavy flail +6 (1d10+4/19-20); Ranged: sling +4 (1d4+3);
RAGING: Melee: masterwork greataxe +9 (1d12+7/x3) or heavy flail +8 (1d10+7/19-20);
Special Attacks: rage (10 rounds/day)
Statistics: Str: 17 ; Dex: 13 ; Con: 14 ; Int: 10 ; Wis: 12 ; Cha: 8 ; BAB: +3; CMB: +6; CMD: 17
RAGING: Str: 21 ; Dex: 13 ; Con: 18 ; Int: 10 ; Wis: 12 ; Cha: 8 ; BAB: +3; CMB: +8; CMD: 19
Feats: Cleave, Intimidating Prowess, Power Attack
Skills: (4 + Int): Acrobatics (Dex)(c), Climb (Str)(c) +9, Craft (Int)(c), Handle Animal (Cha)(c), Intimidate (Cha)(c) +8, Knowledge (nature) (Int)(c), Perception (Wis)(c) +7, Ride (Dex)(c), Survival (Wis)(c) +7, and Swim (Str)(c) +9.
RAGING: Skills: (4 + Int): Acrobatics (Dex)(c), Climb (Str)(c) +11, Craft (Int)(c), Handle Animal (Cha)(c), Intimidate (Cha)(c) +8, Knowledge (nature) (Int)(c), Perception (Wis)(c) +7, Ride (Dex)(c), Survival (Wis)(c) +7, and Swim (Str)(c) +11.
Special Abilities:
Fast Movement (Ex): Speed +10 ft. in medium armor or less
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.
Surprise Accuracy) (Ex): The barbarian gains a +1 per 4 levels morale bonus on one attack roll per rage. Used as a swift action before the roll to hit is made.
Uncanny Dodge (Ex): At 2nd level, a barbarian gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to armor class if immobilized. A barbarian with this ability can still lose her Dexterity bonus to armor class if an opponent successfully uses the feint action against her.
If a barbarian already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.
Special Qualities: rage power (surprise accuracy), uncanny dodge, trap sense +1
Languages: Common
Organization:
Treasure: Combat Gear: Potion of cure moderate wounds, potion of lesser restoration, potion of remove fear, alchemist’s fire; Other Gear: lamellar, masterwork greataxe, heavy flail, sling with 10 bullets, 250gp
Lang the Black
Barbarian, Human (greatsword/breastplate); CR: 4; XP: 1,200; Human barbarian 5 Align: CN; Medium humanoid (Human)
Init: +1; Senses: Perception +9
DEFENSE: AC: 18; TAC: 11 ; FFAC: 17; HD: 5d12+15; HP: 57; Saves: For: +7, Ref: +3, Will: +3; Defensive Abilities: improved uncanny dodge
RAGING: AC: 16; TAC: 9 ; FFAC: 15; HD: 5d12+25; HP: 67; Saves: For: +9, Ref: +3, Will: +5
OFFENSE: Speed: 30 ft. ; Melee: +1 greatsword +10 (2d6+7/19-20) or heavy flail +9 (1d10+6/19-20); Ranged: sling +6 (1d4+4);
RAGING: Melee: +1 greatsword +11 (2d6+10/19-20) or heavy flail +10 (1d10+9/19-20);
Special Attacks: rage (12 rounds/day)
Statistics: Str: 18 ; Dex: 13 ; Con: 14 ; Int: 10 ; Wis: 12 ; Cha: 8 ; BAB: +5; CMB: +9; CMD: 20
RAGING: Str: 22 ; Dex: 13 ; Con: 18 ; Int: 10 ; Wis: 12 ; Cha: 8 ; BAB: +5; CMB: +11; CMD: 22
Feats: Cleave, Great Cleave, Intimidating Prowess, Power Attack
Skills: (4 + Int): Acrobatics (Dex)(c), Climb (Str)(c) +12, Craft (Int)(c), Handle Animal (Cha)(c), Intimidate (Cha)(c) +11, Knowledge (nature) (Int)(c), Perception (Wis)(c) +9, Ride (Dex)(c), Survival (Wis)(c) +9, and Swim (Str)(c) +12.
RAGING: Skills: (4 + Int): Acrobatics (Dex)(c), Climb (Str)(c) +14, Craft (Int)(c), Handle Animal (Cha)(c), Intimidate (Cha)(c) +13, Knowledge (nature) (Int)(c), Perception (Wis)(c) +9, Ride (Dex)(c), Survival (Wis)(c) +9, and Swim (Str)(c) +14.
Special Abilities:
Fast Movement (Ex): Speed +10 ft. in medium armor or less
Improved Uncanny Dodge (Ex): At 5th level and higher, a barbarian can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking her, unless the attacker has at least four more rogue levels than the target has barbarian levels.
Intimidating Glare (Ex): The barbarian can make an Intimidate check against one adjacent foe as a move action. If the barbarian successfully demoralizes her opponent, the foe is shaken for 1d4 rounds + 1 round for every 5 points by which the barbarian’s check exceeds the DC.
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.
Surprise Accuracy (Ex): The barbarian gains a +1 per 4 levels morale bonus on one attack roll per rage. Used as a swift action before the roll to hit is made.
Uncanny Dodge (Ex): At 2nd level, a barbarian gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to armor class if immobilized. A barbarian with this ability can still lose her Dexterity bonus to armor class if an opponent successfully uses the feint action against her.
If a barbarian already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.
Special Qualities: rage power (surprise accuracy, intimidating glare), improved uncanny dodge, uncanny dodge, trap sense +1
Languages: Common
Organization:
Treasure: Combat Gear: Potion of cure moderate wounds (2), potion of lesser restoration, potion of remove fear, alchemist’s fire; Other Gear: cloak of resistance +1, +1 breastplate, +1 greatsword, heavy flail, sling with 10 bullets, 250gp
4
Wolf; CR: 1; XP: 400; Align: N; Medium animal
Init: +2; Senses: low-light vision, scent; Perception +8
DEFENSE: AC: 14; TAC: 12; FFAC: 12; HD: 2d8+4; HP: 13; Saves: For: +5, Ref: +5, Will: +1;
OFFENSE: Speed: 50 ft.; Melee: bite +2 (1d6+1 plus trip);
Statistics: Str: 13; Dex: 15; Con: 15; Int: 2; Wis: 12; Cha: 6; BAB: +1; CMB: +2; CMD: 14 (18 vs. trip)
Feats: Skill Focus (Perception)
Skills: (2+Int/HD) Acrobatics (D)(c), Climb (S)(c), Fly (D)(c), Perception (W)(c) +8, Stealth (D)(c) +6, Survival (W) +1 (+5 scent tracking), Swim (S)(c); Racial Modifiers: +4 Survival when tracking by scent
Special Abilities:
Languages:
Special Qualities:
Environment: cold or temperate forests
Organization: solitary, pair, or pack (3–12)
Treasure:
"This powerful canine watches its prey with piercing yellow eyes, darting its tongue across sharp white teeth."