The Schlechten Stables is a compound owned by a centaur, Shlechten Pferd. Pferd is a middle-class slave owner who enjoys delving into the fighting pits of the Rift. He often has gladiators that do well, but also often sends several to their deaths for the enjoyment of the crowd for large-scale battles and spectacles. He is known to be a tough, hard as nails warrior who worked his way up selling horses to the Warlords of the Rift.
Orc Mercenaries - 20
Orc, Red; CR: 1/2; XP: 200; Orc fighter 1 Align: CE; Medium humanoid
Init: +0; Senses: darkvision 60 ft.; Perception +0
DEFENSE: AC: 16; TAC: 10; FFAC: 16; HD: 1d10+2; HP: 12; Saves: For: +4, Ref: +0, Will: +0; +2 vs poison, spells, and spell-like abilities, +2 vs. fear effects, Defensive abilities: ferocity
OFFENSE: Speed: 30 ft.; Melee: falchion +3 (2d4+2/18-20); Ranged: javelin +1 (1d6+1)
Statistics: Str: 13; Dex: 11; Con: 14; Int: 11; Wis: 10; Cha: 6; BAB: +1; CMB: +2; CMD: 12 (14 vs. overrun,16 vs. trip, 18 vs. bull rush)
Feats: Weapon Focus (falchion), Power Attack
Skills: (2+Int/HD) Climb (S)(c) +5, Craft ( ) (I)(c), Handle Animal (Ch*)(c), Intimidate (Ch)(c)+2, Perception (W) +0, Profession ( ) (W*)(c), Ride (D)(c), Swim (S)(c)
Languages: Common, Orc
Special Qualities: ferocity, weapon familiarity, hardy, fearless, natural armor 1, relentless, stability
Environment: temperate hills, mountains, or underground
Organization: solitary, gang (2-4), squad (11-20 plus 2 sergeants of 3rd level and 1 leader of 3rd-6th level), or band (30-100 plus 150% noncombatants plus 1 sergeant of 3rd level per 10 adults, 1 lieutenant of 5th level per 20 adults, and 1 leader of 7th level per 30 adults)
Treasure: NPC gear (breastplate, falchion, javelins (4), other treasure), 130gp
Orc, Red; CR: 2; XP: 800; Orc fighter 3 Align: CE; Medium humanoid
Init: +0; Senses: darkvision 60 ft.; Perception +0
DEFENSE: AC: 17; TAC: 10; FFAC: 17; HD: 3d10+6; HP: 31; Saves: For: +5, Ref: +1, Will: +1; +2 vs poison, spells, and spell-like abilities, +3 vs. fear effects, Defensive abilities: ferocity
OFFENSE: Speed: 30 ft.; Melee: masterwork falchion +6 (2d4+2/18-20); Ranged: javelin +3 (1d6+1)
Statistics: Str: 13; Dex: 11; Con: 14; Int: 11; Wis: 10; Cha: 6; BAB: +2; CMB: +3; CMD: 13 (15 vs. overrun,17 vs. trip, 19 vs. bull rush)
Feats: Weapon Focus (falchion), Power Attack, Toughness
Skills: (2+Int/HD) Climb (S)(c) +7, Craft ( ) (I)(c), Handle Animal (Ch*)(c), Intimidate (Ch)(c)+4, Perception (W) +0, Profession ( ) (W*)(c), Ride (D)(c), Swim (S)(c)
Languages: Common, Orc
Special Qualities: armor training, bravery +1, ferocity, weapon familiarity, hardy, fearless, natural armor 1, relentless, stability
Environment: temperate hills, mountains, or underground
Organization: solitary, gang (2-4), squad (11-20 plus 2 sergeants of 3rd level and 1 leader of 3rd-6th level), or band (30-100 plus 150% noncombatants plus 1 sergeant of 3rd level per 10 adults, 1 lieutenant of 5th level per 20 adults, and 1 leader of 7th level per 30 adults)
Treasure: NPC gear (splintmail, potion of cure moderate wounds (2), masterwork falchion, javelins (4), other treasure), 550gp
Cohort
Malgrot the Mangler - Male Shadow Orc - Fighter - Right Hand Man
Orc, Shadow, Fighter 4; CR: 3; XP: 800; Shadow orc fighter 4 Align: CE; Medium humanoid
Init: +5; Senses: darkvision 60 ft.; Perception +2
DEFENSE: AC: 17; TAC: 11; FFAC: 16; HD: 4d10+8; HP: 38; Saves: For: +7, Ref: +3, Will: +2 (+1 vs. fear); Defensive abilities: bravery +1
OFFENSE: Speed: 40 ft.; Melee: masterwork saw-toothed sabre +10 (+12) (1d8+6 (+8)/19-20) or masterwork saw-toothed sabre +8 (+10) (1d8+6 (+8)/19-20) and masterwork saw-toothed sabre +8 (+10) (1d8+4 (+5)/19-20); Ranged: long bow +6 (1d8/x3);
Spell-Like Abilities: (CL 4th);
1/day - invisibility
Statistics: Str: 18 (22); Dex: 13; Con: 14; Int: 13; Wis: 11; Cha: 10; BAB: +4; CMB: +7; CMD: 18
Feats: Two-Weapon FightingR, Weapon Focus (saw-toothed sabre)R, Weapon Focus (long bow)R, Exotic Weapon Proficiency (saw-toothed sabre), Improved Initiative, Power Attack, Cleave, Weapon Specialization (saw-toothed sabre)
Skills: (2+Int/Lvl): Climb (S)(c)+8, Craft ( ) (I)(c), Handle Animal (Ch*)(c), Intimidate (Ch)(c)+5, Knowledge (Dungeoneering) (I*)(c), Knowledge (Engineering) (I*)(c), Perception (W) +2, Profession ( ) (W*)(c), Ride (D)(c), Stealth (D)+3, Swim (S)(c)
Languages: Common, Orc, Undercommon
Special Qualities: two-weapon fighting; spells: invisibility 1/day; poison use, fast, weapon focus (saw-toothed sabre, long bow), bravery +1, armor training
Environment: temperate hills, mountains, or underground
Organization: solitary, gang (2-4), squad (11-20 plus 2 sergeants of 3rd level and 1 leader of 3rd-6th level), or band (30-100 plus 150% noncombatants plus 1 sergeant of 3rd level per 10 adults, 1 lieutenant of 5th level per 20 adults, and 1 leader of 7th level per 30 adults)
Treasure: NPC gear (potion of bull strength, potion of cure moderate wounds (2), cloak of resistance +1, masterwork breastplate, masterwork saw-toothed sabre (2), long bow, quiver, arrows (20), black adder venom (2), other treasure), 353 gp
Trainers
Blackrue - Male Surface Kobold - Wizard - Arcane caster trainer (wizard, sorcerer)
Kobold Sorcerer, 6th level; CR: 5; XP: 1,600; Align: LE; Small humanoid (reptilian)
Init: +2; Senses: darkvision 60 ft. Perception +1
DEFENSE: AC: 18; TAC: 13; FFAC: 16; HD: 6d6+12; HP: 35; Saves: For: +3, Ref: +4, Will: +4; Weaknesses light sensitivity
OFFENSE: Speed: 30 ft.; Melee: quarterstaff +2 (1d4-2)
Bloodline Spell-Like Abilities: (CL 6th; concentration +9)
6/day - trap rune (DC 16)
Sorcerer Spells Known (CL 6thm concentration +9)
3rd (4/day) - lightning bolt (DC 16)
2nd (6/day) - create pit, mirror image, scorching ray
1st (7/day) - alarm, charm person (DC 14), mage armor, magic missile, ray of enfeeblement (DC 14)
0 (at will) - arcane mark, daze, detect magic, open/close, prestidigitation (DC 13), resistance, spark
Bloodline kobold
Statistics: Str: 6; Dex: 14; Con: 12; Int: 13; Wis: 8; Cha: 16; BAB: +3; CMB: +0; CMD: 12
Feats: Combat Expertise, Eschew Materials, Improved Feint, Skill Focus (Craft [trapmaking])
Skills: Sorcerer (2+Int): Appraise (Int)(c), Bluff (Cha)(c) +15, Craft (trapmaking)(Int)(c) +15, Fly (Dex)(c), Intimidate (Cha)(c), Knowledge (arcana) (Int)(c), Perception (W) +1, Profession (miner)(Wis)(c) +1, Spellcraft (Int)(c), and Use Magic Device (Cha)(c) +15 Racial Modifiers: +2 Craft (trapmaking), +2 Perception, +2 Profession (miner)
Languages: Draconic, Dwarven
Special Qualities: bloodline arcana (+2 to spell DC if target denied Dex bonus to AC), crafty, trap sense +2
Treasure: NPC Gear (antitoxin, thunderstone, quarterstaff, circlet of persuasion, masterwork artisan's tools, 15gp)
Gresstix of Chennok - Male Blackpaw Gnoll - Cleric - Divine caster trainer (cleric, druid, oracle, paladin)
Gnoll Cleric, 4th level; CR: 5; XP: 1,600; Align: CE; Medium humanoid (gnoll)
Init: +1; Senses: darkvision 60 ft.; Perception +3
DEFENSE: AC: 18; TAC: 11; FFAC: 17; HD: 6d8+4; HP: 31; Saves: For: +7, Ref: +2, Will: +7; SR: ; DR: ; Special:
OFFENSE: Speed: 20 ft.; Melee: masterwork falchion +8 (2d4+4/18-20); Ranged: javelin +5 (1d6+3); Special Attacks: channel negative energy 6/day (DC 15, 2d6);
Domain Spell-Like Abilities: (CL 4th, concentration +7)
6/day - copycat (4 rounds), strength surge (+2)
Cleric Spells Prepared: (CL 4th, concentration +7)
2nd - death knell (DC 15), dread bolt (DC 15), hold person (DC 15), invisibilityD
1st - bane (DC 14), doom (DC 14), enlarge personD(DC 14), entropic shield, ray of sickening(DC 14)
0 - at will - bleed (DC 13), guidance, resistance, stabilize
D domain spell; Domains Strength, Trickery
Statistics: Str: 17; Dex: 12; Con: 10; Int: 8; Wis: 16; Cha: 12; BAB: +4; CMB: +7; CMD: 18
Feats: Combat Casting, Extra Channel, Improved Channel
Skills: (2+Int): Spellcraft (I*)(c) +8
Languages: Gnoll
Treasure: NPC Gear (potion of cure light wounds, wand of cure light wounds (50 ch), alchemist's fire (2), masterwork scale mail, javelins (2), masterwork falchion, amlet of natural armor +1, 33gp)
Neerden Clawkruk - Human - Rogue 4/Expert 5 - Rogue trainer (rogue, bard)
Rogue, Human 4th level; CR: 3; XP: 800; Human rogue 4 Align: CN; Medium humanoid (human)
Init: +2; Senses: Perception +8
DEFENSE: AC: 16; TAC: 12; FFAC: 14; HD: 4d8; HP: 21; Saves: For: +1, Ref: +6, Will: +2; Defensive Abilities: evasion, trap sense +1, uncanny dodge
OFFENSE: Speed: 30 ft.; Melee: masterwork rapier +3 (1d6-1/18-20); Ranged: light crossbow +5 (1d8/19-20); Special Attacks: sneak attack +2d6;
Rogue Spell-Like Abilities: (CL 4th, concentration +5);
Statistics: Str: 8; Dex: 14; Con: 10; Int: 13; Wis: 12; Cha: 18; BAB: +3; CMB: +2; CMD: 14
Feats: Combat Expertise, Deceitful, Improved Feint
Skills: (8+Int): Bluff (Ch)(c) +13, Diplomacy (Ch)(c) +11, Disable Device (I*)(c) +9, Disguise (Ch)(c) +13, Heal (W) +3, Knowledge (Local) (I*)(c) +8, Perception (W)(c) +8, Perform (sing) (Ch)(c) +9, Sense Motive (W)(c) +8, Sleight of Hand (D*)(c) +9, Stealth (D)(c) +9, Use Magic Device (Ch*)(c) +11
Languages: Common, Elven
Special Qualities: rogue talents (major magic, minor magic), trapfinding +2
Treasure: NPC Gear (potion of cure moderate wounds, scroll of bless, scroll of burning hands, scroll of cure light wounds, scroll of magic missile, alchemist's fire (2), holy water, thunderstone, +1 studded leather, light crossbow, bolts (10), masterwork rapier, disguise kit, everburning torch, healer's kit, thieves' tools, wizard's spellbook, wooden holy symbol, 129gp)
Skar - Bugbear - Barbarian 4/Expert 5 - Melee trainer (fighter, barbarian, monk, ranger)
Bugbear, Gnasher (Cannibal); CR: 4; XP: 1,200; Bugbear barbarian 2 Align: CE; Medium humanoid (goblinoid)
Init: +4; Senses: darkvision 60 ft., scent; Perception +9
DEFENSE: AC: 22 (21); TAC: 13 (12); FFAC: 19 (17); HD: 3d8+2d12+22; HP: 41 (53); Saves: For: +7 (+9), Ref: +8, Will:+1 (+3); Defensive Abilities: uncanny dodge
OFFENSE: Speed: 30 ft.; Melee: masterwork falchion +10 (+11) (2d4+7/18-20), (2d4+9/18-20), bite +5 (1d4+3); Ranged: javelin +8 (1d6+6)
Special Attacks: rage (8 rounds/day), rage powers (animal fury)
Statistics: Str: 18 (22) ; Dex: 19 ; Con: 14 (18) ; Int: 10 ; Wis: 9 ; Cha: 10 ; BAB: +4 ; CMB: +8 (+10) ; CMD: 22
Feats: Hurtful*, Intimidating Prowess, Power Attack, Skill Focus (Perception)
Skills: Intimidate +15 (+17), Perception +9, Stealth +11, Survival +4
Special Qualities: fast movement, stalker
Languages: Common, Goblin
Organization:
Treasure: NPC Gear (elixir of oppression*, +1 cloak of resistance, breastplate, javelins (6), masterwork falchion, 219gp)
“This muscular, savage humanoid stands 7 feet tall. Coarse hair covers most of its body. Its mouth is full of long, sharp fangs, and its nose is much like that of a bear”
Besstra G'rex - Human - Witch - Healer
Witch, Elements, Level 4; CR: 3; XP: 800; Human witch 4 Align: N; Medium humanoid (human)
Init: +10; Senses: Perception +0
DEFENSE: AC: 12; TAC: 12; FFAC: 10; HD: 4d6+8; HP: 23; Saves: For: +3, Ref: +4, Will: +5;
OFFENSE: Speed: 30 ft.; Melee: dagger +1 (1d4-1/19-20)
Special Attacks: hexes (DC 14) (slumber, evil eye),
Witch Spell-Like Abilities: (CL 4th, concentration +8);
-
Spells Prepared (CL 4th, concentration +8)
2nd - 3 - burning gaze (DC 17), glitterdust (DC 16), ice slick (DC 17)
1st - 4 - burning hands (DC 16), burning sands, mudball (DC 15), ray of enfeeblement (DC 15)
0 (at will) - 4 - bleed, dancing lights, detect magic, spark
Patron elements
Statistics: Str: 8; Dex: 14; Con: 12; Int: 18; Wis: 10; Cha: 13; BAB: +2; CMB: +1; CMD: 13
Feats: Accursed Hex, Improved Initiative, Spell Focus (evocation)
Skills (5/lvl): Craft ( ) (I)(c), Fly (D)(c) +9, Heal (W)(c), Intimidate (Ch)(c) +8, Knowledge (arcana) (I*)(c) +10, Knowledge (History) (I*)(c), Knowledge (Nature) (I*)(c), Knowledge (Planes) (I*)(c) +10, Perception (W), Profession ( ) (W*)(c), Spellcraft (I*)(c) +10, Stealth (D), Use Magic Device (Ch*)(c) Racial Modifiers:
Special Abilities:
Languages: Common, Draconic, Elven, Infernal, Ignan
Special Qualities: witch's familiar
Treasure: NPC Gear (potion of cure light wounds (2), cloak of resistance +1, wand of mage armor (20 ch), smokesticks (2), dagger, antitoxin, sunrods (5)), 40gp
Spells in Familiar: 0 - ALL, 1st - burning hands, burning sands, cure light wounds, mage armor, magic missile, mudball, obscuring mist, ray of enfeeblement, shocking graspP; 2nd - burning gaze, flaming sphereP, glitterdust, ice slick, iron skin
Witch's Familiar - Slizer - (greensting scorpion); CR: 1/4; XP: 100; Align: N; Tiny vermin
Init: +3; Senses: Perception
DEFENSE: AC: 19; TAC: 15; FFAC: 15; HD: 1d8; HP: 4; Saves: For: +1, Ref: +2, Will: +2; Immune mind-affecting effects
OFFENSE: Speed: 30 ft; Melee: sting +3 (1d2-4 plus poison); Ranged: ; Space: 2-1/2 ft.; Reach: 0 ft.; Special Attacks: poison; Spell-Like Abilities: ;
Statistics: Str: 3; Dex: 16; Con: 10; Int: 6; Wis: 10; Cha: 2 ; BAB: +0; CMB: +1; CMD: 7 (19 vs. trip)
Feats: Alertness, Improved Evasion
Bonus Tricks:
Skills: Acrobatics (D)(c), Craft ( ) (I), Climb (S)(c) +7, Fly (D), Heal (W), Intimidate (Ch), Knowledge (arcana) (I*), Knowledge (History) (I*), Knowledge (Nature) (I*), Knowledge (Planes) (I*), Perception (W)(c)+4, Profession ( ) (W*), Spellcraft (I*), Stealth (D)(c) +15, Swim (S)(c), Use Magic Device (Ch*) Racial Modifiers: +4 Climb, +4 Perception, +4 Stealth
Special Abilities:
Familiar: A greensting scorpion familiar grants a +4 bonus on Initiative checks so long as the familiar is within 1 mile of the spellcaster. A greensting scorpion familiar loses the mindless trait and has an Intelligence score appropriate for its master’s level.
Poison (Ex): Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save. The save DC is Constitution-based.
Special Qualities: share spells, empathic link
Environment: warm or temperate forests
Organization: solitary, pair, or colony (3-6)
Treasure: none
Slaves:
Ackyd Blok - Male Half-Orc - Barbarian
Barbarian, Half-Orc; CR: 1/2; XP: 200; Half-Orc barbarian 1 Align: CE; Medium humanoid (Human, Orc)
Init: +1; Senses: darkvision 60 ft. Perception +5
DEFENSE: AC: 17; TAC: 11; FFAC: 16; HD: 1d12+3+1; HP: 16; Saves: For: +4, Ref: +0, Will: +1;
RAGING: DEFENSE: AC: 15; 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: 15
Feats: Power Attack
Skills: (4 + Int): Acrobatics (Dex)(c), Climb (Str)(c) +7, Craft (Int)(c), Handle Animal (Cha)(c), Intimidate (Cha)(c) +5, Knowledge (nature) (Int)(c), Perception (Wis)(c) +5, Ride (Dex)(c), Survival (Wis)(c) +5, and Swim (Str)(c). Racial Modifiers: +2 Intimidate
RAGING: Skills: (4 + Int): Acrobatics (Dex)(c), Climb (Str)(c) +9, Craft (Int)(c), Handle Animal (Cha)(c), Intimidate (Cha)(c) +5, Knowledge (nature) (Int)(c), Perception (Wis)(c) +5, Ride (Dex)(c), Survival (Wis)(c) +5, and Swim (Str)(c). Racial Modifiers: +2 Intimidate
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, Orc
Special Qualities: orc ferocity, orc blood, weapon familiarity
Treasure: NPC Gear (potion of cure light wounds, potion of remove fear, alchemist's fire, breastplate, greatsword, heavy flail, sling, sling bullets (10)), 5gp
Amble - Male Goblin - Rogue
Goblin Rogue 02; CR: 1; XP: 400; Align: NE; Small humanoid (goblinoid)
Init: +4; Senses: darkvision 60 ft. Perception +6
DEFENSE: AC: 18; TAC: 15; FFAC: 14; HD: 2d8+4; HP: 16; Saves: For: +2, Ref: +7, Will: +1; Defensive Abilities: evasion
OFFENSE: Speed: 30 ft.; Melee: masterwork dogslicer +5 (1d4/19-20), dogslicer +4 (1d4/19-20); Ranged: shortbow +6 (1d4/x3);
Special Attacks: sneak attack +1d6
Statistics: Str: 11; Dex: 19; Con: 14; Int: 8; Wis: 12; Cha: 8; BAB: +1; CMB: +0; CMD: 14
Feats: Two-weapon Fighting, Weapon Finesse
Skills: (8+Int): Acrobatics (D)(c) +8, Appraise (I)(c), Bluff (Ch)(c), Climb (S)(c) +4, Craft ( ) (I)(c), Diplomacy (Ch)(c), Disable Device (I*)(c) +8, Disguise (Ch)(c), Escape Artist (D)(c) +8, Intimidate (Ch)(c), Knowledge (Dungeoneering) (I*)(c), Knowledge (Local) (I*)(c), Linguistics (I*)(c), Perception (W)(c) +6, Perform ( ) (Ch)(c), Profession ( ) (W*)(c), Sense Motive (W)(c), Sleight of Hand (D*)(c) +8, Stealth (D)(c) +12, Swim (S)(c) +4, Use Magic Device (Ch*)(c) Racial Modifiers:
Special Abilities:
Languages: Goblin
Special Qualities: rogue talents (fitness rogue), trapfinding +1, weapon familiarity
Treasure: NPC Gear (potion of cure light wounds, potion of jump, potion of feather fall, alchemist's fire (4), smokesticks (2), thunderstones (4), studded leather, dogslicer, masterwork dogslicer, shortbow, arrows (20)), 18gp
Bixx Fangbow - Female Half-Elf- Fighter
Figher, Half-Elf (Archer); CR: 1/2; XP: 200; Half-Elf fighter (archer) 1 Align: NG; Medium humanoid (elf, human)
Init: +3; Senses: low-light vision; Perception +6
DEFENSE: AC: 21; TAC: 12; FFAC: 18; HD: 1d10+1; HP: 12; Saves: For: +3, Ref: +3, Will: +1; +2 saves vs enchantment spells and effects, Immune: sleep,
OFFENSE: Speed: 30 ft.; Melee: longsword +4 (1d8+3/19-20); Ranged: composite longbow (+3) +4 (+5);(1d8+3(+4)/x3)
Statistics: Str: 16; Dex: 16; Con: 12; Int: 13; Wis: 12; Cha: 10; BAB: +1; CMB: +4; CMD: 17
Feats: Point Blank Shot, Precise Shot, Skill Focus (Perception)
Skills: (2 + Int): Climb (S)(c), Craft ( ) (I)(c), Handle Animal (Ch*)(c), Intimidate (Ch)(c)+4, Knowledge (Dungeoneering) (I*)(c), Knowledge (Engineering) (I*)(c), Perception (W)+6, Profession ( ) (W*)(c), Ride (D)(c), Swim (S)(c) Racial Modifiers: +2 Perception
Special Abilities:
Languages: Common, Elven
Special Qualities: adaptability (skill focus (perception)), keen senses (+2 perception), elf blood, multitalented
Treasure: NPC Gear (composite longbow, alchemist's fire, breastplate, heavy wooden shield, longsword, bedroll, oil (2), tindertwigs (2), whetstone, wooden holy symbol), 3gp
Chepp Deep - Female Ratfolk - Rogue
Ratfolk, Rogue 02; CR: 1; XP: 400; Ratfolk rogue 2 Align: ; Small humanoid (ratfolk)
Init: +7; Senses: darkvision 60 ft.; Perception +6
DEFENSE: AC: 16; TAC: 14; FFAC: 13; HD: 2d8+4; HP: 16; Saves: For: +1, Ref: +6, Will: -1; Defensive Abilities: evasion
OFFENSE: Speed: 20 ft.; Melee: masterwork dagger +6 (1d3/19-20); Ranged: light crossbow +5 (1d6/19-20);
Special Attacks: sneak attack +1d6, swarming
Statistics: Str: 10; Dex: 17; Con: 13; Int: 16; Wis: 8; Cha: 10; BAB: +1; CMB: +0; CMD: 13
Feats: Improved Initiative, Weapon Finesse
Skills: (8+Int): Acrobatics (D)(c) +8 (+4 when jumping), Appraise (I)(c) +8, Bluff (Ch)(c), Climb (S)(c) +5, Craft (alchemy) (I)(c) +5, Diplomacy (Ch)(c), Disable Device (I*)(c) +11, Disguise (Ch)(c), Escape Artist (D)(c) +8, Intimidate (Ch)(c), Knowledge (Dungeoneering) (I*)(c) +7, Knowledge (Local) (I*)(c) +7, Linguistics (I*)(c), Perception (W)(c) +6, Perform ( ) (Ch)(c), Profession ( ) (W*)(c), Sense Motive (W)(c), Sleight of Hand (D*)(c) +8, Stealth (D)(c) +12, Swim (S)(c) +5, Use Magic Device (Ch*)(c) +7; Racial Modifiers:
Special Abilities:
Languages: Common, Gnome, Goblin, Undercommon
Special Qualities: rogue talents (finesse rogue), trapfinding +1
Treasure: NPC Gear (potion of cure light wounds, potion of pass without trace, acid, alchemist's fire, masterwork bolts (5), tanglefoot bag, leather armor, light crossbow, bolts (10), masterwork dagger, masterwork thieves' tools), 121gp
Funt - Male Cave Bugbear - Barbarian
Name; CR: ; XP: ; Align: ; <size> <type>
Init: ; Senses:
DEFENSE: AC: ; TAC: ; FFAC: ; HD: ; HP: ; Saves: For: , Ref: , Will: ; SR: ; DR: ; Special:
OFFENSE: Speed: ; Melee: ; Ranged: ; Space: ; Reach: ; Special Attacks: ; Spell-Like Abilities: ;
Statistics: Str: 15; Dex: 14; Con: 11; Int: 12; Wis: 10; Cha: 11; BAB: ; CMB: ; CMD:
Feats:
Skills: Acrobatics (D), Appraise (I), Bluff (Ch), Climb (S), Craft ( ) (I), Diplomacy (Ch), Disable Device (I*), Disguise (Ch), Escape Artist (D), Fly (D), Handle Animal (Ch*), Heal (W), Intimidate (Ch), 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), Perform ( ) (Ch), Profession ( ) (W*), Ride (D), Sense Motive (W), Sleight of Hand (D*), Spellcraft (I*), Stealth (D), Survival (W), Swim (S), Use Magic Device (Ch*); Racial Modifiers:
Special Abilities:
Languages:
Organization:
Treasure:
Flayen - Male Hill Orc - Warrior
Orc; CR: 1/3; XP: 135; Orc warrior 1 Align: CE; Medium humanoid
Init: +0; Senses: darkvision 60 ft.; Perception -1
DEFENSE: AC: 13; TAC: 10; FFAC: 13; HD: 1d10+1; HP: 6; Saves: For: +3, Ref: +0, Will: -1; Defensive abilities: ferocity Weakness: light sensitivity
OFFENSE: Speed: 30 ft.; Melee: falchion +5 (2d4+4/18-20); Ranged: javelin +1 (1d6+3)
Statistics: Str: 17; Dex: 11; Con: 12; Int: 7; Wis: 8; Cha: 6; BAB: +1; CMB: +4; CMD: 14
Feats: Weapon Focus (falchion)
Skills: Climb (S)(c), Craft ( ) (I)(c), Handle Animal (Ch*)(c), Intimidate (Ch)(c)+2, Perception (W), Profession ( ) (W*)(c), Ride (D)(c), Stealth (D), Swim (S)(c)
Languages: Common, Orc
Special Qualities: weapon familiarity
Environment: temperate hills, mountains, or underground
Organization: solitary, gang (2-4), squad (11-20 plus 2 sergeants of 3rd level and 1 leader of 3rd-6th level), or band (30-100 plus 150% noncombatants plus 1 sergeant of 3rd level per 10 adults, 1 lieutenant of 5th level per 20 adults, and 1 leader of 7th level per 30 adults)
Treasure: NPC gear (studded leather armor, falchion, javelins (4), other treasure), 85gp
Malk - Male Human - Warrior
Warrior, Human - Level 1; CR: 1/3; XP: 135; Align: N; Medium humanoid (human)
Init: +1; Senses: Perception +1
DEFENSE: AC: 14; TAC: 11; FFAC: 13; HD: 1d10 +5; HP: 10; Saves: For: +3, Ref: +1, Will: +0;
OFFENSE: Speed: 30 ft.; Melee: longsword +3 (1d8+1/19-20); Ranged: longbow +2 (1d8/x3) ; Space: 5 ft.; Reach: 5 ft.;
Statistics: Str: 13; Dex: 13; Con: 12; Int: 9; Wis: 10; Cha: 8; BAB: +1; CMB: +2; CMD: 13
Feats: Weapon Focus (longsword), Toughness
Skills: Intimidate (Ch) +3; Perception (Wis) +1
Languages: Common
Treasure: NPC Gear (studded leather, longsword, heavy wooden shield, longbow, 20 arrows), 12gp
Treasure:
Porl Vang - Male Human - Sorcerer
Sorcerer, Level 1; CR: 1/2; XP: 200; Human sorcerer 1, Align: LN; Medium humanoid (human)
Init: +2; Senses: Perception +1
DEFENSE: AC: 12; TAC: 12; FFAC: 10; HD: 1d6+2; HP: 8; Saves: For: +3, Ref: +2, Will: +3;
OFFENSE: Speed: 30 ft.; Melee: quarterstaff +0 (1d6); Ranged: dart +2 (1d4) ;
Sorcerer Spells Known (CL 1st, concentration +4);
1st (/day) - color spray (DC 14), magic missile
0 (at will) - daze (DC 13), detect magic, ray of frost, read magic
Bloodline arcane
Statistics: Str: 10; Dex: 14; Con: 13; Int: 12; Wis: 8; Cha: 17; BAB: +0; CMB: +0; CMD: 12
Feats: Alertness, Combat Casting, Eschew Materials, Iron Will
Skills: Sorcerer (2 + Int): Appraise (Int)(c), Bluff (Cha)(c) +7, Craft (Int)(c), Fly (Dex)(c), Intimidate (Cha)(c) +7, Knowledge (local) (Int)(c) +5, Perception (W) +1, Profession (Wis)(c), Ride (Dex), Sense Motive (W) +1, Spellcraft (Int)(c) +5, and Stealth (Dex), Use Magic Device (Cha)(c) Racial Modifiers:
Special Abilities:
Languages: Common, Draconic
Special Qualities: arcane bons (familiar [rat named <>]), bloodline arcana (+1 DC for metamagic spells that increase spell level)
Treasure: NPC Gear (potion of cure light wounds, scrolls of disguise self (2), scrolls of shield (2), wand of sleep (11 charges), alchemist's fire (2). darts (5), quarterstaff), 33gp
Scar - Female Human - Monk
Monk, Human 1; CR: 1/2; XP: 200; Human monk 1 Align: LN; Medium humanoid (human)
Init: +2; Senses: darkvision 120 ft. Perception +6
DEFENSE: AC: 16; TAC: 16; FFAC: 12; HD: 1d8+1, HP: 9; Saves: For: +2, Ref: +5, Will: +4;
OFFENSE: Speed: 30 ft.; Melee: unarmed strike +3 (1d6+1) or kama +3 (1d6+1) or unarmed strike flurry of blows +2/+2 (1d6+1); Ranged: light crossbow +3 (1d8/19-20) or shuriken +3 (1d2+1) or shuriken flurry of blows +2/+2 (1d2+1);
Special Attacks: flurry of blows, stunning fist (1/day, DC 12);
Statistics: Str: 12; Dex: 16; Con: 10; Int: 13; Wis: 15; Cha: 8; BAB: +0; CMB: +1; CMD: 17
Feats: Combat Reflexes, Dodge, Improved Unarmed Strike, Stunning Fist, Weapon Finesse
Skills: Monk (4+Int = 8): Acrobatics (D)(c) +7, Climb (S)(c), Craft ( ) (I)(c), Escape Artist (D)(c), Intimidate (Ch)(c), Knowledge (History) (I*)(c) +5, Knowledge (Religion) (I*)(c) +5, Perception (W)(c) +6, Perform ( ) (Ch)(c), Profession ( ) (W*)(c), Ride (D)(c), Sense Motive (W)(c) +6, Stealth (D)(c) +7, Swim (S)(c)
Languages: Common, Dwarven
Special Qualities: -
Treasure: NPC Gear (potion of cure light wounds (2), potion of mage armor (2), potions of magic weapon (2), thunderstones (4), kama, light crosswbow, bolts (10), shuriken (10)), 50gp
Trusk - Male Red Orc - Fighter
Orc, Red; CR: 1/2; XP: 200; Orc fighter 1 Align: CE; Medium humanoid
Init: +0; Senses: darkvision 60 ft.; Perception +0
DEFENSE: AC: 16; TAC: 10; FFAC: 16; HD: 1d10+2; HP: 12; Saves: For: +4, Ref: +0, Will: +0; +2 vs poison, spells, and spell-like abilities, +2 vs. fear effects, Defensive abilities: ferocity
OFFENSE: Speed: 30 ft.; Melee: falchion +3 (2d4+2/18-20); Ranged: javelin +1 (1d6+1)
Statistics: Str: 13; Dex: 11; Con: 14; Int: 11; Wis: 10; Cha: 6; BAB: +1; CMB: +2; CMD: 12 (14 vs. overrun,16 vs. trip, 18 vs. bull rush)
Feats: Weapon Focus (falchion), Power Attack
Skills: (2+Int/HD) Climb (S)(c) +5, Craft ( ) (I)(c), Handle Animal (Ch*)(c), Intimidate (Ch)(c)+2, Perception (W) +0, Profession ( ) (W*)(c), Ride (D)(c), Swim (S)(c)
Languages: Common, Orc
Special Qualities: ferocity, weapon familiarity, hardy, fearless, natural armor 1, relentless, stability
Environment: temperate hills, mountains, or underground
Organization: solitary, gang (2-4), squad (11-20 plus 2 sergeants of 3rd level and 1 leader of 3rd-6th level), or band (30-100 plus 150% noncombatants plus 1 sergeant of 3rd level per 10 adults, 1 lieutenant of 5th level per 20 adults, and 1 leader of 7th level per 30 adults)
Treasure: NPC gear (breastplate, falchion, javelins (4), other treasure), 130gp
Yetz - Male Orc - Cleric
Orc, Mystic; CR: 2; XP: 600; Orc cleric 3 Align: CE; Medium humanoid (orc)
Init: -1; Senses: darkvision 60 ft.; Perception +2
DEFENSE: AC: 15 ; TAC: 9 ; FFAC: 15 ; HD: 3d8+3 ; HP: 20 ; Saves: For: +5 , Ref: +1 , Will: +5
Defensive Abilities: ferocity
Weaknesses: light sensitivity
OFFENSE: Speed: 20 ft.; Melee: battleaxe +5 (1d8+3/x3); Ranged: javelin +1 (1d6+3)
Special Attacks: channel negative energy 4/day (DC 12, 2d6)
Domain Spell-Like Abilities: (CL 3rd; concentration +4)
4/day – copycat (3 rounds), touch of evil (1 rounds)
Cleric Spells Prepared (CL 3rd; concentration +4)
2nd – bull’s strength, invisibilityD
1st – bane (DC 12), magic weapon, murderous commandUM (DC 12), protection from goodD
0 (at will) – bleed (DC 11), detect magic, guidance, read magici
D domain spell; Domains: Evil, Trickery
Statistics: Str: 17 ; Dex: 8 ; Con: 12 ; Int: 8 ; Wis: 13 ; Cha: 12 ; BAB: +2 ; CMB: +5 ; CMD: 14
Feats: Combat Casting, Skill Focus (Stealth)
Skills: Knowledge (religion) +4, Perception +2, Stealth +4:
Languages: Common, Orc
Special Qualities: weapon familiarity
Organization: solitary, gang (2-4), squad (11-20 plus 2 sergeants of 3rd level and 1 leader of 3rd-6th level), or band (30-100 plus 150% noncombatants plus 1 sergeant of 3rd level per 10 adults, 1 lieutenant of 5th level per 20 adults, and 1 leader of 7th level per 30 adults)
Treasure: NPC Gear (scroll of sound burst, scroll of summon monster II, cloak of resistance +1, breastplate, battleaxe, javelins (4), wooden holy symbol), 135gp
Zipp - Male Rathbon - Rogue
Rogue, Rathbon; CR: 1/2; XP: 200; Rathbon rogue 1 Align: NE; Small humanoid (reptile)
Init: +7; Senses: darkvision 60 ft.; Perception +3
DEFENSE: AC: 17; TAC: 14; FFAC: 14; HD: 1d8+1+1; HP: 10; Saves: For: +1, Ref: +5, Will: -1;
OFFENSE: Speed: 40 ft.; Melee: short sword +4 (1d4+3/19-20) or short sword +2 (1d4+3/19-20) and dagger +2 (1d3+1/19-20); Ranged: dagger +4 (1d3+3/19-20); Special Attacks: ferocity, +1d6 sneak attack
Statistics: Str: 16; Dex: 17; Con: 13; Int: 8; Wis: 8; Cha: 12; BAB: +0; CMB: +2; CMD: 15
Feats: Improved Initiative, Two-Weapon Fighting
Skills: (8 + Int): Acrobatics (D)(c) +7, Appraise (I)(c), Bluff (Ch)(c) +5, Climb (S)(c), Craft ( ) (I)(c), Diplomacy (Ch)(c), Disable Device (I*)(c) +3, Disguise (Ch)(c), Escape Artist (D)(c) +7, Intimidate (Ch)(c) +5, Knowledge (Dungeoneering) (I*)(c), Knowledge (Local) (I*)(c), Linguistics (I*)(c), Perception (W)(c)+3, Perform ( ) (Ch)(c), Profession ( ) (W*)(c), Sense Motive (W)(c), Sleight of Hand (D*)(c), Stealth (D)(c) +11, Swim (S)(c), Use Magic Device (Ch*)(c); Racial Modifiers: +4 Stealth
Languages: Common, Draconic
Special Qualities: Shadow Resistance (Gain cold resistance 5 and electricity resistance 5) (2 RP), Shadow Blending (Attacks made against this race while they are within areas of dim light have a 50% miss chance instead of the normal 20% miss chance. This trait does not grant total concealment, it just increases the miss chance) (1 RP), Swarming (two can share the same square at the same time. If they are and attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares) (1 RP), Fast (+10' speed) (1 RP), Ferocity (Remain conscious and continue fighting even if hit point totals fall below 0. Still staggered at 0 hit points or lower and lose 1 hit point each round as normal) (4 RP), Multi-talented ( Members of this race choose two favored classes at 1st level and gain +1 hit points or +1 skill rank whenever they take a level in either of those classes) (+2 RP), Light Blindness (Abrupt exposure to bright light blinds members of this race for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area) (-1 RP)
Treasure: NPC gear (potion of cure light wounds, acid (2), smokestick, tanglefoot bag, masterwork studded leather, daggers (5), short sword, thieves' tools), 25gp
Champion
Myxx of Cragmor - Male Orc - Barbarian
Barbarian, Half-Orc; CR: 6; XP: 2,400; Half-Orc barbarian 7 Align: CE; Medium humanoid (Human)
Init: +1; Senses: darkvision 60 ft.; Perception +11
DEFENSE: AC: 20 ; TAC: 11 ; FFAC: 19 ; HD: 7d12+21; HP: 105; Saves: For: +7 , Ref: +2, Will: +3; DR: 1/-
When RAGING: AC: 18 ; TAC: 9 ; FFAC: 17 ; HD: 1d12+5; HP: 119; Saves: For: +9 , Ref: +3, Will: -1; DR: 1/-
OFFENSE: Speed: 30 ft. ; Melee: +1 greatsword +12 (2d6+7/19-20) or heavy flail +11 (1d10+6/19-20); Ranged: sling +3 (1d4+4);
When RAGING: Melee: +1 greatsword +14 (2d6+9/19-20) or heavy flail +12 (1d10+8/19-20);
Special Attacks: rage (6 rounds/day), Powerful Blow, Surprise Accuracy
Statistics: Str: 18 ; Dex: 13 ; Con: 14 ; Int: 10 ; Wis: 12 ; Cha: 8 ; BAB: +7 ; CMB: +11 ; CMD: 22
When RAGING: Str: 22 ; Dex: 13 ; Con: 18 ; Int: 10 ; Wis: 12 ; Cha: 8 ; BAB: +1 ; CMB: +13 ; CMD: 24
Feats: Cleave, Power Attack, Armor Proficiency (heavy), Improved Sunder
Skills: Climb +10, Knowledge (nature) +10, Perception +11, Survival +11, Swim +10, Intimidate +2
When RAGING: Climb +12, Swim +12; Racial Modifiers: +2 to Intimidate
Special Qualities: orc ferocity, orc blood, weapon familiarity, uncanny dodge, trap sense +2, improved uncanny dodge
Special Abilities:
Fast Movement (Ex): Speed + 10ft. in medium armor or less
Uncanny Dodge (Ex): At send level, a barbarian gains the ability to react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A barbarian with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.
If a barbarian already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.
Trap Sense (Ex): At 3rd level, a barbarian gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses increase by +1 every three barbarian levels thereafter. Trap sense bonuses gained from multiple classes stack.
Improved Uncanny Dodge (Ex): At 5th level and higher, a barbarian can no longer be flanked. This ability denies a rogue the ability to sneak attack the barbarian by flanking, unless the attacked has at least four more rogue levels than the target has barbarian levels.
Powerful Blow (Ex): The barbarian gains a +1 bonus on a single damage 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. This power can only be used once per rage.
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 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. This power can only be used once per rage.
Languages: Common, Orc
Organization:
Treasure: Combat Gear: +1 greatsword, potion of cure moderate wounds, potion of remove fear, alchemist’s fire; Other Gear: masterwork full plate, heavy flail, sling with 10 bullets, 500gp