James
ein Mensch, Tavernenbesitzer der Taverne "Zum betrunkenen Koblod"
James Statistik (Anzeigen)JAMES CR 1
Male Human Commoner 3
LN Medium Humanoid (Human)
Init -1; Senses Perception +4
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DEFENSE
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AC 9, touch 9, flat-footed 9. . (-1 Dex)
hp 17 (3d6+3)
Fort +2, Ref +0, Will +0
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OFFENSE
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Spd 30 ft.
Melee Club +3 (1d6+2/20/x2) and
. . Unarmed Strike +3 (1d3+2/20/x2)
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STATISTICS
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Str 14, Dex 8, Con 13, Int 11, Wis 9, Cha 10
Base Atk +1; CMB +3; CMD 12
Feats Catch Off-Guard, Cosmopolitan: Diplomacy, Bluff, Deceitful, Simple Weapon Proficiency - One: Club
Skills Appraise +1, Bluff +7, Diplomacy +6, Disguise +2, Intimidate +3, Perception +4
Languages Common, Dwarven, Elven
Combat Gear Club;
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SPECIAL ABILITIES
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Catch Off-Guard Proficient with improvised melee weapons. Unarmed opponents are flat-footed against your improvised weapons.
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Alare
Mensch, Hauptmann der Stadtwache
Terelor und Gustav
Menschen, beides Garnisonsführer der in der nähe befindlichen Garnisonen
Terelor's Statistik (Anzeigen)TERELOR CR 3
Male Human Aristocrat 1 Warrior 4
LN Medium Humanoid (Human)
Init +6; Senses Perception +1
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DEFENSE
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AC 20, touch 13, flat-footed 17. . (+6 armor, +1 shield, +2 Dex, +1 dodge)
hp 53 (4d10+1d8+10)
Fort +6, Ref +3, Will +4
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OFFENSE
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Spd 20 ft.
Melee Adamantine Longsword +7 (1d8+2/19-20/x2) and
. . Dagger +6 (1d4+2/19-20/x2) and
. . Shield, Light Wooden +6 (1d3+2/20/x2) and
. . Unarmed Strike +6 (1d3+2/20/x2)
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STATISTICS
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Str 15, Dex 14, Con 14, Int 10, Wis 12, Cha 10
Base Atk +4; CMB +6; CMD 19
Feats Catch Off-Guard, Combat Reflexes (3 AoO/round), Dodge, Improved Initiative
Skills Acrobatics -1, Appraise +4, Bluff +5, Climb -3, Craft: Armor +2, Diplomacy +5, Escape Artist -3, Fly -3, Intimidate +7, Ride +1, Sense Motive +6, Stealth -3, Survival +5, Swim +1
Languages Common
Combat Gear Breastplate, Shield, Light Wooden, Adamantine Longsword, Dagger (5); Other Gear Noble's outfit, Tanglefoot bag (3)
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SPECIAL ABILITIES
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Catch Off-Guard Proficient with improvised melee weapons. Unarmed opponents are flat-footed against your improvised weapons.
Combat Reflexes (3 AoO/round) You may make up to 3 attacks of apportunity per round, and may make them while flat-footed.
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Gustav' Statistik (Anzeigen)GUSTAV CR 3
Male Human Bard 1 Warrior 4
CN Medium Humanoid (Human)
Init +0; Senses Perception +4
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DEFENSE
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AC 15, touch 12, flat-footed 15. . (+2 armor, +1 natural, +2 deflection)
hp 37 (4d10+1d8)
Fort +4, Ref +3, Will +2
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OFFENSE
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Spd 20 ft.
Melee Dagger +5 (1d4+1/19-20/x2) and
. . Rapier +5 (1d6+1/18-20/x2) and
. . Unarmed Strike +5 (1d3+1/20/x2)
Ranged Crossbow, Light +2 (1d8/19-20/x2)
Special Attacks Bardic Performance (standard action) (6 rounds/day, Bardic Performance: Countersong, Bardic Performance: Distraction, Bardic Performance: Fascinate (DC 12), Bardic Performance: Inspire Courage +1
Bard Spells Known (CL 1, +5 melee touch, +4 ranged touch):
1 (2/day) Sleep (DC 13), Cure Light Wounds (DC 13)
0 (at will) Daze (DC 12), Dancing Lights, Read Magic, Lullaby (DC 12)
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STATISTICS
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Str 12, Dex 11, Con 10, Int 10, Wis 9, Cha 14
Base Atk +4; CMB +5; CMD 17
Feats Arcane Strike, Bard Weapon Proficiencies, Catch Off-Guard, Combat Casting, Weapon Finesse
Skills Acrobatics -3, Appraise +4, Bluff +7, Climb -2, Craft: Calligraphy +2, Diplomacy +7, Disguise +6, Escape Artist +1, Fly -3, Intimidate +6, Knowledge: Arcana +6, Knowledge: Local +6, Perception +4, Perform: Sing +6, Perform: Wind Instruments +6, Ride +1, Sense Motive +4, Spellcraft +5, Stealth -3, Swim -2, Use Magic Device +6
Languages Common
SQ Bardic Knowledge +1 (Ex)
Combat Gear Rapier, Dagger (3), Crossbow, Light, Bolts, Crossbow (20), Leather; Other Gear Amulet of Natural Armor +1, Bag of Holding I (empty), Musical instrument, masterwork: Pipe, Ring of Protection, +2, Tanglefoot bag (2)
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SPECIAL ABILITIES
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Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Bardic Knowledge +1 (Ex) Add + 1 to all knowledge skill checks.
Bardic Performance (standard action) (6 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (DC 12) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Catch Off-Guard Proficient with improvised melee weapons. Unarmed opponents are flat-footed against your improvised weapons.
Combat Casting +4 to Concentration checks to cast while on the defensive.
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Teppa
Elf, Kapitän des Handelsschiffes "Sturmflut"
Alastar
Quickling Faen, Besitzer eines Warenhauses
Meister Ambrosius
Mensch, Magister in der Oberstadt
Conrad
Mensch, sein Gehilfe
Conrad's Statistik (Anzeigen)CONRAD CR 6
Male Human Wizard 7
CG Medium Humanoid (Human)
Init +1; Senses Perception +6
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DEFENSE
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AC 14, touch 12, flat-footed 13. . (+1 Dex, +2 natural, +1 deflection)
hp 48 (7d6+14)
Fort +4, Ref +3, Will +7
Resist fire 10
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OFFENSE
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Spd 30 ft.
Melee +1 Quarterstaff +4 (1d6+1/20/x2) and
. . Unarmed Strike +3 (1d3/20/x2)
Special Attacks Fire Jet (1d6+3) (7/day) (DC 17)
Wizard Spells Known (CL 7, 3 melee touch, 4 ranged touch):
4 (2/day) Elemental Body I, Firefall (DC 18), Firefall (DC 18)
3 (3/day) Elemental Aura (DC 17), Fireball (DC 17), Fireball (DC 17), Dispel Magic
2 (4/day) Invisibility, Mirror Image (DC 16), Elemental Touch (DC 16), Fire Breath (DC 16), Fire Breath (DC 16)
1 (5/day) Burning Hands (DC 15), Burning Hands (DC 15), Burning Hands (DC 15), Magic Missile, Mage Armor, Comprehend Languages
0 (at will) Acid Splash, Mage Hand, Read Magic, Spark (DC 14)
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STATISTICS
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Str 11, Dex 13, Con 14, Int 18, Wis 15, Cha 12
Base Atk +3; CMB +3; CMD 15
Feats Combat Casting, Craft Wondrous Item, Dazing Spell, Elemental Focus: Fire, Elemental Spell: Fire, Point Blank Shot, Scribe Scroll, Wizard Weapon Proficiencies
Traits Classically Schooled, Rich Parents
Skills Acrobatics +4, Appraise +12, Bluff +3, Craft: Gemcutting +9, Craft: Jewelry +9, Diplomacy +3, Intimidate +4, Knowledge: Arcana +14, Knowledge: History +9, Knowledge: Religion +10, Knowledge: The Planes +12, Perception +6, Sense Motive +3, Spellcraft +15, Survival +3
Languages Celestial, Common, Draconic, Elven, Ignan
SQ Bonded Object: Staff of Fire (1/day) (Sp), Fire Supremacy (Fire damage 3), Water
Combat Gear +1 Quarterstaff; Other Gear Amulet of Natural Armor +2, Bag of Holding I (empty), Ring of Fire Resistance, Minor, Ring of Protection, +1, Staff of Fire
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SPECIAL ABILITIES
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Bonded Object: Staff of Fire (1/day) (Sp) DC 20 + spell level to cast spells without the bonded object. Once per day, you can cast any spell in your spellbook for free.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Damage Resistance, Fire (10) You have the specified Damage Resistance against Fire attacks.
Dazing Spell You can cast a spell that dazes those injured by it (duration = spell's level in rounds, Fort negates).
Elemental Focus: Fire +1 DC to spells that deal damage of the chosen energy.
Elemental Spell: Fire You can cast a spell with half or all its damage type replaced with this feat's damage type.
Fire Jet (1d6+3) (7/day) (DC 17) (Su) 20' line deals 1d6+3 Fire damage and sets targets on fire for 1d6/round Ref halves/negates.
Fire Supremacy (Fire damage 3) If you are within 5' of a fire at least as large as a campfire, you can draw the fire around you for 1r. Anyone striking you with a non-reach melee attack takes fire damage.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Water You must spend 2 slots to cast spells from the Water school.
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Merin
Gnom, Alchemist, Labor im Hafenviertel auf der Insel Merchanda
Merin's Statistik (Anzeigen)MERIN CR 4
Male Gnome Alchemist 5
CN Small Humanoid (Gnome)
Init +2; Senses Low-Light Vision; Perception +4
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DEFENSE
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AC 14, touch 14, flat-footed 13. . (+1 Dex, +1 size, +2 deflection)
hp 37 (5d8+5)
Fort +5, Ref +5, Will +3
Defensive Abilities Defensive Training; Resist Poison Resistance +4
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OFFENSE
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Spd 20 ft.
Melee +1 Mace, Light +5 (1d4+1/20/x2) and
. . Unarmed Strike +4 (1d2/20/x2)
Ranged Bomb +6 (3d6+4 Fire) and
. . Smoke Bomb (5r) +6 (Smoke)
Special Attacks Bomb 3d6+4 (9/day) (DC 16), Explosive Bomb, Smoke Bomb (5r)
Spell-Like Abilities Dancing Lights (1/day), Ghost Sound (1/day), Prestidigitation (1/day), Speak with Animals (1/day)
Alchemist Spells Known (CL 5, 4 melee touch, 5 ranged touch):
2 (3/day) Darkvision, Barkskin, Cure Moderate Wounds (DC 16)
1 (5/day) Identify, True Strike, Comprehend Languages, Cure Light Wounds (DC 15), Cure Light Wounds (DC 15)
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STATISTICS
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Str 11, Dex 12, Con 12, Int 18, Wis 14, Cha 14
Base Atk +3; CMB +2; CMD 15
Feats Brew Potion, Combat Casting, Craft Wand, Craft Wondrous Item, Throw Anything
Traits Dangerously Curious, Rapscallion
Skills Appraise +11, Bluff +6, Craft: Alchemy +12, Diplomacy +3, Disguise +4, Escape Artist +2, Fly +3, Heal +7, Knowledge: Arcana +14, Knowledge: Nature +10, Knowledge: Religion +6, Perception +4, Sleight of Hand +6, Spellcraft +12, Stealth +7, Survival +6, Use Magic Device +11 Modifiers Alchemy +5
Languages Common, Draconic, Dwarven, Elven, Gnome, Goblin, Sylvan
SQ Fast Poisoning (Move Action) (Ex), Gnome Magic, Hatred, Illusion Resistance, Ioun Torch, Mutagen (DC 16) (Su), Poison Use, Swift Alchemy (Ex)
Combat Gear +1 Mace, Light; Other Gear Alchemist's lab, Alchemist's Lab, Portable, Bag of Holding I (3 @ 64 lbs), Ioun Torch, Ring of Protection, +2
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SPECIAL ABILITIES
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Alchemy +5 (Su) +5 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 3d6+4 (9/day) (DC 16) (Su) Thrown Splash Weapon deals 3d6+4 fire damage.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Dancing Lights (1/day) (Sp) With Charisma 11+, cast Dancing Lights once per day.
Defensive Training +4 dodge bonus to AC against monsters of the Giant type.
Explosive Bomb (Su) The alchemist’s bombs now have a splash radius of 10 feet rather than 5 feet. Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames is
Fast Poisoning (Move Action) (Ex) Apply poison to a weapon as a move action.
Ghost Sound (1/day) (Sp) With Charisma 11+, cast Ghost Sound once per day.
Gnome Magic +1 to the save DC of all illusions spells you cast.
Hatred +1 racial bonus to attacks against humanoids of the reptilian and goblinoid subtypes.
Illusion Resistance +2 racial bonus to saves against illusions.
Ioun Torch This item is merely a burned out, dull gray ioun stone with a continual flame spell cast upon it. It retains the ability to float and orbit, and allows the bearer to carry light and still have his hands free. It may be in any crystalline shape common to ioun stones (ellipsoid, prism, sphere, and so on).
Construction
Requirements Craft Wondrous Item, continual flame, creator must be 12th level; Cost 62 gp, 5 sp
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mutagen (DC 16) (Su) Mutagen adds +4 to a Physical attribute, -2 to a mental attribute, and +2 natural armor for 10 minutes/level.
Poison Resistance +4 (Ex) +4 to save vs. Poison.
Poison Use You don't accidentally poison yourself with blades.
Prestidigitation (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day.
Smoke Bomb (5r) (Su) When the alchemist creates a bomb, he can choose to have it create a cloud of thick smoke when it detonates. The cloud functions as fog cloud, filling an area equal to twice the bomb’s splash radius for 1 round per level.
Fog Cloud
A bank
Speak with Animals (1/day) (Sp) Speak with Animals 1/day.
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
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