Tavvisaril Grey Watch
Elf Wizard, Conjurer 6; CR: 5; XP: 1,600; Elf wizard, conjurer 6 Align: CG; Medium humanoid (elf)
Init: +7; Senses: Low-light Vision, Perception +2
DEFENSE: ( ) = buffed; AC: 14 (18); TAC: 13 (13); FFAC: 11 (15); HD: 6d6+6; HP: 30; Saves: For: +3, Ref: +6, Will: +6; ; +2 saves vs. enchantments, Immune: sleep
OFFENSE: Speed: 30 ft.; Melee: quarterstaff +2 (1d6-1/x2); Ranged: light crosswbow +6 (1d8/19-20); Space: ; Reach: ;
Special Attacks:
Spell-Like Abilities:
9/day - shift
Wizard Spells Prepared: (CL 1st, concentration +11), +2 on CL checks to overcome SR
3rd - 3+1 - summon monster III B, fireball (DC 18), gloomblind bolts (DC 19), stinking cloud (DC 19)
2nd - 4+1- summon monster IIB (2), glitterdust (DC 18), stone call (DC 18), summon swarm
1st - 4+1+1 - mage armorB, summon monster I(2), color spray (DC 16), shield
0 (at will) - 4 - acid splash, detect magic, read magic, light
Specialty School: conjuration Opposition Schools: enchantment, necromancy
Statistics: Str: 8; Dex: 16; Con: 10; Int: 20; Wis: 10; Cha: 13; BAB: +3; CMB: +2; CMD: 15
Feats: Scribe ScrollB, Spell Focus (conjuration), Augment Summoning, Improved Initiative, Craft Wondrous Items
Skills: Wizard (2+Int): Appraise (Int)(c), Craft ( ) (I)(c), Fly (D)(c) +13, Knowledge (Arcana) (I*)(c) +14, Knowledge (Dungeoneering) (I*)(c), Knowledge (Engineering) (I*)(c), Knowledge (Geography) (I*)(c), Knowledge (History) (I*)(c), Knowledge (Local) (I*)(c), Knowledge (Nature) (I*)(c), Knowledge (Nobility) (I*)(c), Knowledge (Planes) (I*)(c) +14, Knowledge (Religion) (I*)(c) +9, Linguistics (I*)(c) +14, Perception (W) +2, Profession ( ) (W*)(c), Spellcraft (I*)(c) +14 Racial Modifiers: +2 Perception,+2 Spellcraft when Identifying
Special Abilities:
Shift (Su): At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Summoner’s Charm (Su): Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). This increase is not doubled by Extend Spell. At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.
Languages: Common, Elven, Aklo, Aquan, Auran, Ignan, Abyssal, Infernal, Terran, Draconic, Sylvan, Celestial
Special Qualities: elven magic (+2 on CL checks to overcome SR, +2 Spellcraft when identifying), keen senses (+2 Perception), weapon familiarity (proficient with longbows, longswords, rapiers, shortbows, and "elven" weapons), wizard (arcane bond (amulet), arcane school, cantrips, Scribe Scroll)
Environment:
Organization:
Treasure: NPC Gear (Spellbook (1st - Air Bubble (conj), Alarm, Animate Rope, Burning Hands, Color Spray, Comprehend Languages, Cultural Adaptation, Expeditious Retreat, Grease (conj), Identify, Icicle Dagger (conj), Mage Armor (conj), Magic Missile, Magic Weapon, Mount (conj), Obscuring Mist (conj), Shield, Summon Monster I (conj), Unseen Servant (conj); 2nd - Create Pit, Glitterdust, Stone Call, Fox's Cunning, Summon Monster II, Summon Swarm; 3rd - Dispel Magic, Fireball, Gaseous Form, Gloomblind Bolts, Lightning Bolt, Stinking Cloud, Summon Monster III), Scrolls - 1st - comprehend languages, cultural adaptation, expeditious retreat, grease, mage armor, mount, obscuring mist, 2nd - fox's cunning, glitterdust (30), stone call (2), summon swarm, 3rd - dispel magic (2), gaseous form, gloomblind bolts), potion of cure moderate wounds (2), cloak of resistance +1, amulet of natural armor +1, +2 headband of vast intelligence (Knowledge (religion), Pearl of Power - 1st), 105gp
6
Elf Fighter, Level 05; CR: 4; Elven fighter (two-handed fighter) 5 XP: 1,200; Align: CG; Humanoid (elf)
Init: +6; Senses: Low-light Vision; Perception +1
DEFENSE: AC: 19; TAC: 12; FFAC: 17; HD: 5d10+5+5; HP: 45; Saves: For: +5, Ref: +3, Will: +0; +2 saves vs. enchantments, Immune: sleep
OFFENSE: Speed: 20 ft.; Melee: +1 elven curve blade +12 (1d10+9/18-20) or single attack overhand chop +1 elven curve blade +12 (1d10+13/18-20); Ranged: longbow +7 (1d8/x3); Space: ; Reach: ; Special Attacks: ;
Spell-Like Abilities: ;
Statistics: Str: 16; Dex: 15; Con: 12; Int: 12; Wis: 8; Cha: 12; BAB: +5; CMB: +7; CMD: 19
Feats: Improved Initiative, Power Attack, Pushing Assault. Step Up, Weapon Focus (elven curve blade), Weapon Specialization (elven curve blade)
Skills: Fighter (2+Int): Climb (S)(c) +11, Craft ( ) (I)(c), Handle Animal (Ch*)(c), Intimidate (Ch)(c) +9, Knowledge (Dungeoneering) (I*)(c), Knowledge (Engineering) (I*)(c), Perception (W) +1, Profession ( ) (W*)(c), Ride (D)(c) +10, Swim (S)(c); Racial Modifiers: +2 Perception, +2 Spellcraft when identifying
Special Abilities:
Overhand Chop (Ex): At 3rd level, when a two-handed fighter makes a single attack (with the attack action or a charge) with a two-handed weapon, he adds double his Strength bonus on damage rolls.
Shattering Strike (Ex): At 2nd level, a two-handed fighter gains a +1 bonus to CMB and CMD on sunder attempts and on damage rolls made against objects. These bonuses increase by +1 for every four levels beyond 2nd.
Languages: Common, Elven
Special Qualities: elven magic (+2 on CL checks to overcome SR, +2 Spellcraft when identifying), keen senses (+2 Perception), shattering strike, weapon familiarity (proficient with longbows, longswords, rapiers, shortbows, and "elven" weapons), weapon training (two-handed weapons only)
Environment:
Organization:
Treasure: NPC Gear (+1 breastplate, +1 elven curve blade, longbow, arrows (20), potion of cure moderate wounds, potion of bull strength, potion of enlarge person), 54 gp
6
Elf Fighter, Level 05; CR: 4; Elven fighter (archer) 5 XP: 1,200; Align: CG; Humanoid (elf)
Init: +2; Senses: Low-light Vision; Perception +2
DEFENSE: AC: 18; TAC: 12; FFAC: 16; HD: 5d10+5+5; HP: 42; Saves: For: +5, Ref: +3, Will: +0; +2 saves vs. enchantments, Immune: sleep
OFFENSE: Speed: 20 ft.; Melee: masterwork longsword +8 (1d8+2/19-20); Ranged: masterwork composite longbow +11 (1d8+5/x3) with Rapid Shot +9/+9 (1d8+5/x3) within 30 ft. masterwork composite longbow +12 (1d8+6/x3) with Rapid Shot +10/+10 (1d8+6/x3) ; Space: ; Reach: ; Special Attacks: ;
Spell-Like Abilities: ;
Statistics: Str: 15; Dex: 16; Con: 12; Int: 12; Wis: 8; Cha: 12; BAB: +5; CMB: +7; CMD: 19
Feats: Point Blank Master, Point Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (composite longbow), Weapon Specialization (composite longbow)
Skills: Fighter (2+Int): Climb (S)(c) +10, Craft ( ) (I)(c), Handle Animal (Ch*)(c), Intimidate (Ch)(c) +9, Knowledge (Dungeoneering) (I*)(c), Knowledge (Engineering) (I*)(c), Perception (W) +2, Profession ( ) (W*)(c), Ride (D)(c) +10, Swim (S)(c); Racial Modifiers: +2 Perception, +2 Spellcraft when identifying
Special Abilities:
Expert Archer (Ex): At 5th level, an archer gains a +1 bonus on attack and damage rolls with bows. This bonus increases by +1 for every four levels beyond 5th.
Hawkeye (Ex): At 2nd level, an archer gains a +1 bonus on Perception checks, and the range increment for any bow he uses increases by 5 feet. These bonuses increase by +1 and 5 additional feet for every 4 levels beyond 2nd.
Trick Shot (Ex): At 3rd level, an archer can choose one of the following combat maneuvers or actions: disarm, feint, or sunder. He can perform this action with a bow against any target within 30 feet, with a –4 penalty to his CMB. Every four levels beyond 3rd, he may choose an additional trick shot to learn. These maneuvers use up arrows as normal.
At 11th level, he may also choose from the following combat maneuvers: bull rush, grapple, trip. A target grappled by an arrow can break free by destroying the archer’s arrow (hardness 5, hit points 1, break DC 13) or with an Escape Artist or CMB check (against the archer’s CMD –4).
Languages: Common, Elven
Special Qualities: elven magic (+2 on CL checks to overcome SR, +2 Spellcraft when identifying), keen senses (+2 Perception), weapon familiarity (proficient with longbows, longswords, rapiers, shortbows, and "elven" weapons), expert archer, hawkeye, trick shot (disarm)
Environment:
Organization:
Treasure: NPC Gear (breastplate, masterwork longsword, masterwork composite longbow (+2), potion of cat's grace (2), potion of cure light wounds (2), potion of gravity bow, arrows (20)), 215 gp
Summoning:
Elemental, Earth, Large; CR: 5; XP: 1,600; Align: N; Large outsider (earth, elemental, extraplanar)
Init: -1; Senses: darkvision 60 ft., tremorsense 60 ft.; Perception +11
DEFENSE: AC: 18 ; TAC: 8 ; FFAC: 18 ; HD: 8d10+24; HP: 68 ; Saves: For: +9 , Ref: +1 , Will: +6; DR: 5/-; Special: elemental traits
OFFENSE: Speed: 20 ft., burrow 20 ft., earth glide; Melee: 2 slams +14 (2d6+7); Space: 10 ft.; Reach: 10 ft.
Special Attacks: earth mastery
Statistics: Str: 24 ; Dex: 8 ; Con: 17 ; Int: 6 ; Wis: 11 ; Cha: 11 ; BAB: +8 ; CMB: +16 ; CMD: 25
Feats: Cleave, Greater Bull Rush, Improved Bull Rush, Improved Overrun, Power Attack
Skills: Appraise +6, Climb +15, Knowledge (dungeoneering) +3, Knowledge (planes) +6, Perception +11, Stealth +5
Special Abilities:
Earth Glide (Ex): An earth elemental can glide through any sort of natural earth or stone as easily as a fish swims through water. Its burrowing leaves no sign of its passage or hint at its presence to creatures that don’t possess tremorsense. A move earth spell cast on an area containing an earth elemental moves the earth elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
Earth Mastery (Ex): An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a -4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks. (These modifiers are not included in the statistics block.)
Organization: solitary, pair, or gang (3-8)
Treasure: none
“This hulking, roughly humanoid creature of dirt and stone explodes up from the earth, faceless save for two glowing gemstone eyes.”
Elemental, Air, Large; CR: 5; XP: 1,600; Align: N; Large outsider (air, elemental, extraplanar)
Init: +11; Senses: darkvision 60 ft.; Perception +11
DEFENSE: AC: 21 ; TAC: 17; FFAC: 13; HD: 8d10 + 24; HP: 68; Saves: For: +9, Ref: +13, Will: +2; DR: 5/-; Defensive Abilities: air mastery; Immune: elemental traits
OFFENSE: Speed: fly 100 ft. (perfect); Melee: 2 slams +14 (1d8+4); Space: 10 ft.; Reach: 10 ft.; Special Attacks: whirlwind (DC 18, 10-40 ft.)
Statistics: Str: 18; Dex: 25; Con: 16; Int: 6; Wis: 11; Cha: 11; BAB: +8; CMB: +13; CMD: 31
Feats: Combat Reflexes, Dodge, Flyby Attack, Improved InitiativeB, Mobility, Weapon FinesseB
Skills: Acrobatics +15, Escape Artist +15, Fly +21, Knowledge (planes) +5, Perception +11, Stealth +11;
Special Abilities:
Air Mastery (Ex): Airborne creatures take a -1 penalty on attack and damage rolls against an air elemental.
Languages: Auran
Organization: solitary, pair, or gang (3-8)
Treasure: none
"This cloud-like creature has dark hollows reminiscent of eyes and a mouth, and a howling wind whips it into ominous shapes."