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CHILDREN OF WESTCROWN TABLE OF CONTENTS INTRO: BRINGING THE EXTRAS TO LIFE CHAPTER 1: FILLING THE RANKS CHAPTER 2: USING THE STATBLOCKS AMAYA, ASPIRING BARD ERMOLOS, ASPIRING FIGHTER FIOSA, ASPIRING CLERIC GORVIO, ASPIRING SORCERER LARKO, ASPIRING RANGER MATHALEN, ASPIRING MONK RIZZARDO, ASPIRING BARBARIAN SCLAVO, ASPIRING PALADIN O JINGH, BONDED MOUNT TARVI, ASPIRING WIZARD VITTI, ASPIRING DRUID O LEATHERHEAD, ALLIGATOR COMPANION YAKOPULIO, ASPIRING ROGUE JANIVEN, SECOND-IN-COMMAND ARAEL, LEADER OF THE REBELS OGL AND COMMUNITY USE POLICY

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Page 1: of Westcrown...  · Web viewTable of Contents. Intro: Bringing the extras to life. Chapter 1: Filling the ranks. Chapter 2: Using the statblocks. Amaya, aspiring bard. Ermolos, aspiring

CHILDREN OF WESTCROWNTABLE OF CONTENTS

INTRO: BRINGING THE EXTRAS TO LIFE CHAPTER 1: FILLING THE RANKS CHAPTER 2: USING THE STATBLOCKS

AMAYA, ASPIRING BARD ERMOLOS, ASPIRING FIGHTER FIOSA, ASPIRING CLERIC GORVIO, ASPIRING SORCERER LARKO, ASPIRING RANGER MATHALEN, ASPIRING MONK RIZZARDO, ASPIRING BARBARIAN SCLAVO, ASPIRING PALADIN

O JINGH, BONDED MOUNT TARVI, ASPIRING WIZARD VITTI, ASPIRING DRUID

O LEATHERHEAD, ALLIGATOR COMPANION YAKOPULIO, ASPIRING ROGUE JANIVEN, SECOND-IN-COMMAND ARAEL, LEADER OF THE REBELS

OGL AND COMMUNITY USE POLICY

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CHILDREN OF WESTCROWNBRINGING THE EXTRAS TO LIFE

WRITTEN BY BLAKE “NETHYS” DAVIS

I’ve never been good at writing introductions so I’ll keep this one brief. The outline for “The Bastards of Erebus” included an interesting spread on the other “Children of Westcrown”, hinting that they could grow and gain more power as the journey progressed. Regrettably, they are hardly mentioned outside of that first adventure and seem to be left deeply in the background for individual DMs to occasionally pull ideas from.

Well, I wanted something more than that. I liked the idea of a second group of people growing in power and abilities in the background. I also liked the idea that they grew at different rates, based on how the PCs interacted with them or even helped to train them. As a last idea, I wanted the PCs to get more attached with them and be encouraged to bring them along as ‘backup’ on their treks throughout the city. Not to directly help with them, that’s what a cohort is for, but to hang back and provide a fallback point or ‘unseen’ assistance.

In any event, the rules that follow will explain how to use these mechanics in your Council of Thieves game. I don’t often write entire documents on new game rules, so hopefully these aren’t too confusing. This document will have two main parts to it. The first one will outline the progression of the NPCs, how the Boons will work, and how to go about even determining what Rank each NPC should be. The second part is the longest and will give all the stat blocks you should need for every NPC, along with full details on their boons and possible progressions as Cohorts.

TABLE 1 - NPC PROGRESSION (N = NPC CLASS LEVEL, P = PC CLASS LEVEL)

Average Party Level Rank 1 Rank 2 Rank 3 Janiven/Arael

1st P1 N1 N1 P32nd P1 N1 N1 P33rd P1 N1 N1 P34th P2 N1/P1 N2 P45th P2 N1/P1 N2 P46th P3 N1/P1 N2 P57th P3 N1/P2 N2/P1 P58th P4 N1/P2 N2/P1 P69th P4 N1/P2 N2/P1 P6

10th P5 N1/P3 N2/P2 P711th P5 N1/P3 N2/P2 P7

12th or higher P6 N1/P3 N2/P2 P8

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CHAPTER 1: FILLING THE RANKSMy guide starts off by making one big assumption; that you are

using the Children of Westcrown as outlined in “The Bastards of Erebus”. If you are not, well, the rest of this may not be that useful to you.

The first goal was to create a method by which the NPCs could advance under different progressions. Some would obviously be better trained and hit higher level quicker, others were neglected and while they progress, they do so at a slower rate. How to determine which NPCs hit which ranks is partially up to you, though I’ve provided a method here that I recommend using to guide your decisions.

Throughout “The Bastards of Erebus” adventure, give the PCs a number of opportunities to interact with the NPCs and track their results, as outlined below. The resulting points will help to guide you in assigning each NPC a final rank. While knowing the actual stats for each NPC shouldn’t be necessary, use the ‘basic’ statistics for each NPC (level 1 Expert or Commoner) if you need to, at least until the final rank is assigned.

Note: For the purpose of this document, whenever I refer to ‘favored class’ I mean the class that the NPC takes levels in when it reaches PC level status.

MEETING THE OTHER MEMBERSWhen the PCs first meet the other Children of Westcrown,

keep a subtle eye on how they interact with each member. I recommend giving out detailed descriptions of each NPC, possibly even print out their face, name, and description on a card to use as handouts. The NPCs should not be completely silent, have them approach PCs and attempt to converse. PCs with an obvious class should ‘attract’ NPCs that favor that class. An obvious religious figure of

Iomedae should quickly gain the interest of Fiosa or Sclavo, for example.

Assign points to each NPC based on the following interactions: 0 Points: The NPC only received the briefest of

introductions (“hello”, “how’s it going”, etc.) 1 Point: At least one PC makes a friendly introduction

to the NPC, something other than a brief ‘hello’ or other one-word greeting.

2 Points: At least one PC of the NPC’s favored class made a friendly introduction to them (as with 1 Point).

GOING ON MISSIONSDuring “The Bastards of Erebus” there are two key

opportunities for the PCs to bring along other Children of Westcrown to help. The first one is when the PCs are sent to rescue Arael from the Hellknights, and the second is when the PCs attack the hideout of the Bastards of Erebus. In each one, have Janiven (or Arael, once rescued) suggest that the PCs bring along a number of the other members to serve as backup. In the first mission they can serve as a distraction to lure away the mounted Hellknights, while in the second mission they can hang out in the alley-ways and attempt to catch any fleeing members of the Bastards. In neither case should they directly assist the PCs, they should serve more as an indirect force in the background of the encounter. Maybe one of the Bastards did run away and the PCs later find out that their backup took care of him.

The number of members that Janiven/Arael suggest the PCs bring along should be 4. This number can be higher if you have more PCs, but I suggest not making it higher than the number of PCs you actually have at the table. Limiting this also forces the PCs to choose their ‘favorites’ which should influence the later rankings. In game, this also is because neither of the two leaders wish to risk their entire ‘force’ on a single mission, being all in one place would be bad for the resistance.

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Regardless of which NPCs the PCs choose to help them, you should award 2 points to each NPC that participated in a mission. If the NPC participated in both missions, then these points should stack.

TRAININGOnce “The Bastards of Erebus” is over, the points are not done.

I recommend giving the PCs a couple of weeks of downtime between starting the next adventure “The Sixfold Trial”. During this downtime, give PCs to do what they’d like, along with offering them the chance to train any of the other Children of Westcrown they might have become attached to. The PCs by no means have to do this, but if they do train some then you should assign the following points:

1 Point: An NPC was trained by any of the PCs for 1-6 days. 2 Points: An NPC was trained by any of the PCs for at least 1

week. +1 Point: As the above, but the NPC was trained by a PC with

levels in their Favored Class.The above is not meant to stack, so the highest number of points any NPC gets should be 3 (trained by a PC with levels in their Favored Class for at least 1 week). The Training can be whatever you want it to be, based on the Favored Class of the NPC. It’s up to the individual GM how in depth this training is. What matters, for purposes of this document, are just the points accrued above.

THE FINAL RANKSBy the end of this, each NPC will have a number of points. The

actual total does not really matter much, what matters is which NPCs have the most, and which have the least. The four NPCs with the most points will become Rank 1 NPCs. The three NPCs with the least points will become Rank 3 NPCs. The four remaining ones in the middle will become Rank 2 NPCs. If there happens to be a 5-way tie in Rank 1 or Rank 2, then it is alright to move NPCs around a bit, but ultimately you should try to fill the Ranks as evenly as possible.

Once filled, these Ranks will never change. The NPCs should progress using Table 1 at the beginning of this document from here on

out. Rank 1 NPCs will immediately switch out their starting stats (level 1 in Expert or Commoner) for their favored class stats, becoming level 1 in their respective class. Rank 2 and 3 NPCs will stay as they currently are, gaining NPC or PC levels at the noted points. Use the party’s average level as a gauge on when to ‘level up’ NPCs. Janiven and Arael will also level as the party progresses, but they are always at the same rate.

CHAPTER 2: USING THE STATBLOCKSThe next section is almost entirely filled with stat-blocks, save

for the descriptory text at the beginning of each NPC’s section. This describes their general appearance when the PCs first get to know them, what kind of equipment they have, etc. These are not set in stone and you can make up whatever you want for these NPCs, it’s just what I came up with.

The more important bits in each area are the “Boons”. To explain those, I need to define a couple of terms I use.

Mission: Any ‘adventure’ the PCs are on where they could reasonably fall back to an earlier point and receive benefit from NPCs waiting there. Exploring Delvehaven (in book 3) is such a mission. Attending the Mayor’s party (in book 2) would not be.

Awakened: Any NPC that has achieved at least one level in their Favored Class is considered to be “Awakened” and figures out his or her given “role” within the rebels. NPCs that are not awakened do not provide use of their Boon.When going on a mission, the PCs may bring along up to 4 of

the NPCs. These NPCs serve as backup and establish a sort of nearby camp a couple of blocks outside of the adventure where the PCs can fall back to when necessary. Avoid using the NPCs in combat or letting the PCs ‘train’ enemies back to them, the NPCs should work completely in the background. Having Fiosa provide minor healing to the PCs if they can get back to her is fine, but letting the more combat-oriented NPCs take care of the PCs’ opponents is recommended against.

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As a bonus, if an NPC is awakened then they also provide the listed Boon to all PCs as long as they are on their mission.

AMAYAFAVORED CLASS: BardAWAKEND ROLE: The Messenger: Amaya’s magic specializes in communication. Combined with her knowledge of the city and its nobility, she can quickly get messages back and forth between the Children of Westcrown’s members.LESSER BOON (BARD 1-3): Amaya can be used to help bring needed items or gear to the PCs while adventuring. Once per mission the PCs can send a mental request to Amaya to fetch gear (up to 500 GP total) for them from the city. This takes 1 hour to accomplish. If the PCs return to the fall-back point after this time it will be waiting for them there, though Amaya will expect the PCs to pay her back.GREATER BOON (BARD 4+): As above, except up to 1,000 GP total and it only takes 45 minutes.

AMAYAFemale Tian human expert 1CG Medium humanoidInit +2; Senses Perception +3DEFENSE

AC 17, touch 13, flat-footed 14 (+4 armor, +2 Dex, +1 dodge)hp 8 (1d8)Fort +0, Ref +2, Will +1OFFENSE

Speed 30 ft.Melee rapier -3 (1d6+1/18-20)Ranged shortbow -2 (1d6/x3)STATISTICS

Str 12, Dex 15, Con 10, Int 15, Wis 8, Cha 14Base Atk +0; CMB +1; CMD 14Feats Dodge, Skill Focus (Craft [Glassblowing])Skills Appraise +6, Craft (Glassblowing) +11, Diplomacy +6, Disguise +6, Knowledge (local) +6, Knowledge (nobility) +6, Perception +3, Perform (sing) +6, Sense Motive +3 Languages Common, Elven, Sylvan, TianCombat Gear alchemist’s fire; Other Gear rapier, shortbow with 20 arrows, chain shirt, backpack, masterwork glassblowing tools, 12 gp

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AMAYAFemale Tian human expert 2CG Medium humanoidInit +2; Senses Perception +4DEFENSE

AC 17, touch 13, flat-footed 14 (+4 armor, +2 Dex, +1 dodge)hp 12 (2d8)Fort +0, Ref +2, Will +2OFFENSE

Speed 30 ft.Melee rapier -2 (1d6+1/18-20)Ranged shortbow -1 (1d6/x3)STATISTICS

Str 12, Dex 15, Con 10, Int 15, Wis 8, Cha 14Base Atk +1; CMB +2; CMD 15Feats Dodge, Skill Focus (Craft [Glassblowing])Skills Appraise +7, Craft (Glassblowing) +12, Diplomacy +7, Disguise +7, Knowledge (local) +7, Knowledge (nobility) +7, Perception +4, Perform (sing) +7, Sense Motive +4Languages Common, Elven, Sylvan, TianCombat Gear alchemist’s fire (3), potion of cure light wounds; Other Gear rapier, shortbow with 20 arrows, chain shirt, backpack, masterwork glassblowing tools, 51 gp

AMAYAFemale Tian human expert 2 / bard 1CG Medium humanoidInit +2; Senses Perception +5DEFENSE

AC 17, touch 13, flat-footed 14 (+4 armor, +2 Dex, +1 dodge)hp 18 (3d8+1)Fort +0, Ref +4, Will +4OFFENSE

Speed 30 ft.Melee rapier +2 (1d6+1/18-20)Ranged shortbow +3 (1d6+1/x3)Spells Known (CL 1st; concentration +3)1st (2/day) – Hypnotism (DC 14), Ventriloquism0 – Dancing Lights, Flare, Light, Lullaby STATISTICS

Str 12, Dex 15, Con 10, Int 15, Wis 8, Cha 14Base Atk +1; CMB +2; CMD 15Feats Dodge, Skill Focus (Craft [Glassblowing]), Spell Focus (enchantment)Skills Appraise +8, Craft (Glassblowing) +13, Diplomacy +8, Disguise +8, Knowledge (any) +3, Knowledge (local) +9, Knowledge (nobility) +9, Perception +5, Perform (sing) +8, Sense Motive +5Languages Common, Elven, Sylvan, TianSQ bardic knowledge +1, bardic performance 6 rds/day (countersong, distraction, fascinate, inspire courage +1)Combat Gear alchemist’s fire (3), scroll of cure light wounds (2); Other Gear rapier, composite shortbow (str +1) with 20 arrows, masterwork chain shirt, backpack, masterwork glassblowing tools, 171 gp

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AMAYAFemale Tian human expert 2 / bard 2CG Medium humanoidInit +3; Senses Perception +6DEFENSE

AC 18, touch 14, flat-footed 14 (+4 armor, +3 Dex, +1 dodge)hp 23 (4d8+2)Fort +0, Ref +6, Will +5; +4 vs. bardic performance, sonic, language-dependentOFFENSE

Speed 30 ft.Melee mwk rapier +4 (1d6+1/18-20)Ranged mwk shortbow +6 (1d6+1/x3)Spells Known (CL 2nd; concentration +4)1st (3/day) – Charm Person (DC 14), Hypnotism (DC 14), Ventriloquism0 – Dancing Lights, Daze, Flare, Light, LullabySTATISTICS

Str 12, Dex 16, Con 10, Int 15, Wis 8, Cha 14Base Atk +2; CMB +3; CMD 17Feats Dodge, Skill Focus (Craft [Glassblowing]), Spell Focus (enchantment)Skills Appraise +9, Bluff +2 (+9 VP), Craft (Glassblowing) +14, Diplomacy +8, Disguise +9, Knowledge (any) +3, Knowledge (local) +10, Knowledge (nobility) +10, Perception +6, Perform (sing) +9, Perform (wind) +6, Sense Motive +6 (+9 VP)Languages Common, Elven, Sylvan, TianSQ bardic knowledge +1, bardic performance 8 rds/day (countersong, distraction, fascinate, inspire courage +1), versatile performance (sing), well-versedCombat Gear alchemist’s fire (3), feather token (bird), scroll of cure light wounds (2); Other Gear masterwork rapier, masterwork composite shortbow (str +1) with 20 arrows, masterwork chain shirt, backpack, masterwork glass flute, masterwork glassblowing tools, 41 gp

AMAYAFemale Tian human expert 1 / bard 1CG Medium humanoidInit +2; Senses Perception +4DEFENSE

AC 17, touch 13, flat-footed 14 (+4 armor, +2 Dex, +1 dodge)hp 13 (2d8+1)Fort +0, Ref +4, Will +3OFFENSE

Speed 30 ft.Melee rapier +1 (1d6+1/18-20)Ranged shortbow +2 (1d6/x3)Spells Known (CL 1st; concentration +3)1st (2/day) – Hypnotism (DC 13), Ventriloquism0 – Dancing Lights, Flare, Light, Lullaby STATISTICS

Str 12, Dex 15, Con 10, Int 15, Wis 8, Cha 14Base Atk +0; CMB +1; CMD 14Feats Dodge, Skill Focus (Craft [Glassblowing])Skills Appraise +7, Craft (Glassblowing) +12, Diplomacy +7, Disguise +7, Knowledge (any) +3, Knowledge (local) +8, Knowledge (nobility) +8, Perception +4, Perform (sing) +7, Sense Motive +4 Languages Common, Elven, Sylvan, TianSQ bardic knowledge +1, bardic performance 6 rds/day (countersong, distraction, fascinate, inspire courage +1)Combat Gear alchemist’s fire (3), scroll of cure light wounds; Other Gear rapier, shortbow with 20 arrows, chain shirt, backpack, masterwork glassblowing tools, 76 gp

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AMAYAFemale Tian human expert 1 / bard 2CG Medium humanoidInit +2; Senses Perception +5DEFENSE

AC 17, touch 13, flat-footed 14 (+4 armor, +2 Dex, +1 dodge)hp 19 (3d8+2)Fort +0, Ref +5, Will +4; +4 vs. bardic performance, sonic, language-dependentOFFENSE

Speed 30 ft.Melee rapier +2 (1d6+1/18-20)Ranged shortbow +3 (1d6+1/x3)Spells Known (CL 2nd; concentration +4)1st (3/day) – Charm Person (DC 14), Hypnotism (DC 14), Ventriloquism0 – Dancing Lights, Daze, Flare, Light, Lullaby STATISTICS

Str 12, Dex 15, Con 10, Int 15, Wis 8, Cha 14Base Atk +1; CMB +2; CMD 15Feats Dodge, Skill Focus (Craft [Glassblowing]), Spell Focus (enchantment)Skills Appraise +8, Bluff +2 (+8 VP), Craft (Glassblowing) +13, Diplomacy +8, Disguise +8, Knowledge (any) +3, Knowledge (local) +9, Knowledge (nobility) +9, Perception +5, Perform (sing) +8, Perform (wind) +6, Sense Motive +4 (+8 VP)Languages Common, Elven, Sylvan, TianSQ bardic knowledge +1, bardic performance 8 rds/day (countersong, distraction, fascinate, inspire courage +1), versatile performance (sing), well-versedCombat Gear alchemist’s fire (3), scroll of cure light wounds (2); Other Gear rapier, composite shortbow (str +1) with 20 arrows, masterwork chain shirt, backpack, masterwork glass flute, masterwork glassblowing tools, 71 gp

AMAYAFemale Tian human expert 1 / bard 3CG Medium humanoidInit +3; Senses Perception +6DEFENSE

AC 18, touch 14, flat-footed 14 (+4 armor, +3 Dex, +1 dodge)hp 24 (4d8+3)Fort +1, Ref +6, Will +4; +4 vs. bardic performance, sonic, language-dependentOFFENSE

Speed 30 ft.Melee mwk rapier +4 (1d6+1/18-20)Ranged mwk shortbow +6 (1d6+1/x3)Spells Known (CL 3rd; concentration +5)1st (4/day) – Charm Person (DC 14), Hideous Laughter (DC 14), Hypnotism (DC 14), Ventriloquism0 – Dancing Lights, Daze (DC 13), Flare, Light, Lullaby (DC 13), MessageSTATISTICS

Str 12, Dex 16, Con 10, Int 15, Wis 8, Cha 14Base Atk +2; CMB +3; CMD 17Feats Dodge, Skill Focus (Craft [Glassblowing]), Spell Focus (enchantment)Skills Appraise +9, Bluff +2 (+9 VP), Craft (Glassblowing) +14, Diplomacy +9, Disguise +9, Knowledge (any) +3, Knowledge (local) +10, Knowledge (nobility) +10, Perception +6, Perform (sing) +9, Perform (wind) +7, Sense Motive +5 (+9 VP)Languages Common, Elven, Sylvan, TianSQ bardic knowledge +1, bardic performance 10 rds/day (countersong, distraction, fascinate, inspire competence +2, inspire courage +1), versatile performance (sing), well-versedCombat Gear alchemist’s fire (3), feather token (bird), scroll of cure light wounds (2); Other Gear masterwork rapier, masterwork composite shortbow (str +1) with 20 arrows, masterwork chain shirt, backpack, masterwork glass flute, masterwork glassblowing tools, 41 gp

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AMAYAFemale Tian human bard 1CG Medium humanoidInit +2; Senses Perception +3DEFENSE

AC 17, touch 13, flat-footed 14 (+4 armor, +2 Dex, +1 dodge)hp 9 (1d8+1)Fort +0, Ref +4, Will +1OFFENSE

Speed 30 ft.Melee rapier +1 (1d6+1/18-20)Ranged shortbow +2 (1d6/x3)Spells Known (CL 1st; concentration +3)1st (2/day) – Hypnotism (DC 13), Ventriloquism0 – Dancing Lights, Flare, Light, LullabySTATISTICS

Str 12, Dex 15, Con 10, Int 15, Wis 8, Cha 14Base Atk +0; CMB +1; CMD 14Feats Dodge, Skill Focus (Craft [Glassblowing])Skills Appraise +6, Craft (Glassblowing) +11, Diplomacy +6, Disguise +6, Knowledge (any) +3, Knowledge (local) +7, Knowledge (nobility) +7, Perception +3, Perform (sing) +6, Sense Motive +3 Languages Common, Elven, Sylvan, TianSQ bardic knowledge +1, bardic performance 6 rds/day (countersong, distraction, fascinate, inspire courage +1)Combat Gear alchemist’s fire (3), scroll of cure light wounds; Other Gear rapier, shortbow with 20 arrows, chain shirt, backpack, masterwork glassblowing tools, 76 gp

AMAYAFemale Tian human bard 2CG Medium humanoidInit +2; Senses Perception +4DEFENSE

AC 17, touch 13, flat-footed 14 (+4 armor, +2 Dex, +1 dodge)hp 14 (2d8+2)Fort +0, Ref +5, Will +2; +4 vs. bardic performance, sonic, language-dependentOFFENSE

Speed 30 ft.Melee rapier +2 (1d6+1/18-20)Ranged shortbow +3 (1d6+1/x3)Spells Known (CL 2nd; concentration +4)1st (3/day) – Charm Person (DC 13), Hypnotism (DC 13), Ventriloquism0 – Dancing Lights, Daze, Flare, Light, LullabySTATISTICS

Str 12, Dex 15, Con 10, Int 15, Wis 8, Cha 14Base Atk +1; CMB +2; CMD 15Feats Dodge, Skill Focus (Craft [Glassblowing])Skills Appraise +7, Bluff +2 (+7 VP), Craft (Glassblowing) +12, Diplomacy +7, Disguise +7, Knowledge (any) +3, Knowledge (local) +8, Knowledge (nobility) +8, Perception +4, Perform (sing) +7, Perform (wind) +6, Sense Motive +3 (+7 VP)Languages Common, Elven, Sylvan, TianSQ bardic knowledge +1, bardic performance 8 rds/day (countersong, distraction, fascinate, inspire courage +1), versatile performance (sing), well-versedCombat Gear alchemist’s fire (3), scroll of cure light wounds (2); Other Gear rapier, composite shortbow (str +1) with 20 arrows, masterwork chain shirt, backpack, masterwork glass flute, masterwork glassblowing tools, 71 gp

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AMAYAFemale Tian human bard 3CG Medium humanoidInit +2; Senses Perception +5DEFENSE

AC 17, touch 13, flat-footed 14 (+4 armor, +2 Dex, +1 dodge)hp 20 (3d8+3)Fort +1, Ref +5, Will +2; +4 vs. bardic performance, sonic, language-dependentOFFENSE

Speed 30 ft.Melee mwk rapier +4 (1d6+1/18-20)Ranged mwk shortbow +5 (1d6+1/x3)Spells Known (CL 3rd; concentration +5)1st (4/day) – Charm Person (DC 14), Hideous Laughter (DC 14), Hypnotism (DC 14), Ventriloquism0 – Dancing Lights, Daze (DC 13), Flare, Light, Lullaby (DC 13), MessageSTATISTICS

Str 12, Dex 15, Con 10, Int 15, Wis 8, Cha 14Base Atk +2; CMB +3; CMD 16Feats Dodge, Skill Focus (Craft [Glassblowing]), Spell Focus (enchantment)Skills Appraise +8, Bluff +2 (+8 VP), Craft (Glassblowing) +13, Diplomacy +8, Disguise +8, Knowledge (any) +3, Knowledge (local) +9, Knowledge (nobility) +9, Perception +5, Perform (sing) +8, Perform (wind) +7, Sense Motive +3 (+8 VP)Languages Common, Elven, Sylvan, TianSQ bardic knowledge +1, bardic performance 10 rds/day (countersong, distraction, fascinate, inspire competence +2, inspire courage +1), versatile performance (sing), well-versedCombat Gear alchemist’s fire (3), feather token (bird), scroll of cure light wounds (2); Other Gear masterwork rapier, masterwork composite shortbow (str +1) with 20 arrows, masterwork chain shirt, backpack, masterwork glass flute, masterwork glassblowing tools, 41 gp

AMAYAFemale Tian human bard 4CG Medium humanoidInit +3; Senses Perception +6DEFENSE

AC 18, touch 14, flat-footed 14 (+4 armor, +3 Dex, +1 dodge)hp 25 (4d8+4)Fort +1, Ref +7, Will +3; +4 vs. bardic performance, sonic, language-dependentOFFENSE

Speed 30 ft.Melee mwk rapier +5 (1d6+1/18-20)Ranged mwk shortbow +7 (1d6+1/x3)Spells Known (CL 4th; concentration +6)2nd (2/day) – Enthrall (DC 15), Heroism1st (4/day) – Charm Person (DC 14), Hideous Laughter (DC 14), Hypnotism (DC 14), Ventriloquism0 – Dancing Lights, Daze (DC 13), Flare, Light, Lullaby (DC 13), MessageSTATISTICS

Str 12, Dex 16, Con 10, Int 15, Wis 8, Cha 14Base Atk +3; CMB +4; CMD 18Feats Dodge, Skill Focus (Craft [Glassblowing]), Spell Focus (enchantment)Skills Appraise +9, Bluff +2 (+9 VP), Craft (Glassblowing) +14, Diplomacy +9, Disguise +9, Knowledge (any) +4, Knowledge (local) +11, Knowledge (nobility) +11, Perception +6, Perform (sing) +9, Perform (wind) +8, Sense Motive +3 (+9 VP)Languages Common, Elven, Sylvan, TianSQ bardic knowledge +2, bardic performance 12 rds/day (countersong, distraction, fascinate, inspire competence +2, inspire courage +1), versatile performance (sing), well-versedCombat Gear alchemist’s fire (3), feather token (bird), scroll of cure light wounds (2); Other Gear masterwork rapier, masterwork composite shortbow (str +1) with 20 arrows, masterwork chain shirt, backpack, masterwork glass flute, masterwork glassblowing tools, 791 gp

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AMAYAFemale Tian human bard 5CG Medium humanoidInit +3; Senses Perception +7DEFENSE

AC 19, touch 14, flat-footed 15 (+5 armor, +3 Dex, +1 dodge)hp 31 (5d8+5)Fort +1, Ref +7, Will +3; +4 vs. bardic performance, sonic, language-dependentOFFENSE

Speed 30 ft.Melee mwk rapier +7 (1d6+1/18-20)Ranged mwk shortbow +7 (1d6+1/x3)Spells Known (CL 5th; concentration +7)2nd (3/day) – Enthrall (DC 16), Heroism, Whispering Wind1st (5/day) – Charm Person (DC 15), Hideous Laughter (DC 15), Hypnotism (DC 15), Ventriloquism0 – Dancing Lights, Daze (DC 14), Flare (DC 12), Light, Lullaby (DC 14), MessageSTATISTICS

Str 12, Dex 16, Con 10, Int 15, Wis 8, Cha 14Base Atk +3; CMB +4; CMD 18Feats Dodge, Skill Focus (Craft [Glassblowing]), Spell Focus (enchantment), Weapon FinesseSkills Appraise +10, Bluff +2 (+10 VP), Craft (Glassblowing) +15, Diplomacy +10, Disguise +10, Knowledge (any) +4, Knowledge (local) +12, Knowledge (nobility) +12, Perception +7, Perform (sing) +10, Perform (wind) +9, Sense Motive +3 (+10 VP)Languages Common, Elven, Sylvan, TianSQ bardic knowledge +2, bardic performance 14 rds/day (countersong, distraction, fascinate, inspire competence +2, inspire courage +2), lore master 1/day, versatile performance (sing), well-versedCombat Gear alchemist’s fire (3), feather token (bird), wand of disguise self (50 charges); Other Gear masterwork rapier, masterwork composite shortbow (str

+1) with 20 arrows, +1 chain shirt, backpack, masterwork glass flute, masterwork glassblowing tools, 141 gp

AMAYAFemale Tian human bard 6CG Medium humanoidInit +3; Senses Perception +8DEFENSE

AC 19, touch 14, flat-footed 15 (+5 armor, +3 Dex, +1 dodge)hp 36 (6d8+6)Fort +3, Ref +9, Will +5; +4 vs. bardic performance, sonic, language-dependentOFFENSE

Speed 30 ft.Melee mwk rapier +8 (1d6+1/18-20)Ranged mwk shortbow +8 (1d6+1/x3)Spells Known (CL 6th; concentration +8)2nd (4/day) – Enthrall (DC 16), Heroism, Pyrotechnics, Whispering Wind1st (5/day) – Charm Person (DC 15), Hideous Laughter (DC 15), Hypnotism (DC 15), Ventriloquism0 – Dancing Lights, Daze (DC 14), Flare (DC 12), Light, Lullaby (DC 14), MessageSTATISTICS

Str 12, Dex 16, Con 10, Int 15, Wis 8, Cha 14Base Atk +4; CMB +5; CMD 19Feats Dodge, Skill Focus (Craft [Glassblowing]), Spell Focus (enchantment), Weapon FinesseSkills Appraise +11, Bluff +2 (+11 VP), Craft (Glassblowing) +16, Diplomacy +10, Disguise +11, Handle Animal +2 (+10 VP), Knowledge (any) +5, Knowledge (local) +14, Knowledge (nobility) +14, Perception +8, Perform (act) +6, Perform (sing) +11, Perform (wind) +10, Sense Motive +3 (+10 VP)Languages Common, Elven, Sylvan, TianSQ bardic knowledge +3, bardic performance 14 rds/day (countersong, distraction, fascinate, inspire competence +2, inspire courage +2, suggestion), lore master 1/day, versatile performance (sing, wind), well-versedCombat Gear alchemist’s fire (3), feather token (bird), wand of disguise self (50 charges); Other Gear masterwork rapier, masterwork composite shortbow (str

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+1) with 20 arrows, +1 chain shirt, cloak of resistance +1, backpack, masterwork glass flute, masterwork glassblowing tools, 341 gp

ERMOLOSFAVORED CLASS: FighterAWAKEND ROLE: Master of Arms: Ermolos’s blacksmith training allows him to adjust and enhance the metal armor of his allies.LESSER BOON (FIGHTER 1-3): Ermolos can improve the PCs’ armor, reducing the armor check penalty of it by 1.GREATER BOON (FIGHTER 4+): As above, except he also grants a +1 bonus to AC.

Note: Ermolos’s boons can only improve mostly metal armor.

ERMOLOSMale Chelish human expert 1NG Medium humanoidInit -1; Senses Perception +1DEFENSE

AC 16, touch 9, flat-footed 16 (+6 armor, -1 Dex, +1 shield)hp 13 (1d8+5)Fort +4, Ref -1, Will +3OFFENSE

Speed 20 ft. (30 ft. without armor)Melee warhammer -6 (1d8+3/x3)Ranged light hammer -10 (1d4+3)STATISTICS

Str 16, Dex 8, Con 15, Int 10, Wis 13, Cha 12Base Atk +0; CMB +3; CMD 12Feats Great Fortitude, ToughnessSkills Climb +2, Craft (blacksmith) +4, Intimidate +5, Knowledge (engineering) +4, Profession (blacksmith) +5, Ride -2, Swim +2Languages CommonCombat Gear flask of acid (2); Other Gear warhammer, light hammers (4), breastplate, buckler, blacksmithing tools, 4 gp

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ERMOLOSMale Chelish human expert 2NG Medium humanoidInit -1; Senses Perception +1DEFENSE

AC 16, touch 9, flat-footed 16 (+6 armor, -1 Dex, +1 shield)hp 19 (2d8+7)Fort +4, Ref -1, Will +4OFFENSE

Speed 20 ft. (30 ft. without armor)Melee warhammer -5 (1d8+3/x3)Ranged light hammer -9 (1d4+3)STATISTICS

Str 16, Dex 8, Con 15, Int 10, Wis 13, Cha 12Base Atk +1; CMB +4; CMD 13Feats Great Fortitude, ToughnessSkills Climb +3, Craft (blacksmith) +7, Intimidate +6, Knowledge (engineering) +5, Profession (blacksmith) +6, Ride -1, Swim +3Languages CommonCombat Gear flask of acid (2), potion of cure light wounds; Other Gear warhammer, light hammers (4), breastplate, buckler, masterwork blacksmithing tools, 34 gp

ERMOLOSMale Chelish human expert 2 / fighter 1NG Medium humanoidInit -1; Senses Perception +1DEFENSE

AC 16, touch 9, flat-footed 16 (+6 armor, -1 Dex, +1 shield)hp 28 (3 HD; 2d8+1d10+10)Fort +6, Ref -1, Will +4OFFENSE

Speed 20 ft. (30 ft. without armor)Melee mwk warhammer +7 (1d8+3/x3)Ranged light hammer +1 (1d4+3)STATISTICS

Str 16, Dex 8, Con 15, Int 10, Wis 13, Cha 12Base Atk +2; CMB +5; CMD 14Feats Great Fortitude, Power Attack, Toughness, Weapon Focus (warhammer)Skills Climb +4, Craft (blacksmith) +8, Intimidate +7, Knowledge (engineering) +5, Profession (blacksmith) +6, Ride -1, Swim +3Languages CommonCombat Gear flask of acid (2), potion of cure light wounds; Other Gear masterwork warhammer, light hammers (4), breastplate, buckler, masterwork blacksmithing tools, 124 gp

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ERMOLOSMale Chelish human expert 2 / fighter 2NG Medium humanoidInit -1; Senses Perception +1DEFENSE

AC 17, touch 9, flat-footed 17 (+6 armor, -1 Dex, +2 shield)hp 41 (4 HD; 2d8+2d10+18)Fort +8, Ref -1, Will +4 (+5 vs. fear)OFFENSE

Speed 20 ft. (30 ft. without armor)Melee mwk warhammer +8 (1d8+3/x3)Ranged light hammer +2 (1d4+3)STATISTICS

Str 16, Dex 8, Con 16, Int 10, Wis 13, Cha 12Base Atk +3; CMB +6 (+8 sunder); CMD 15 (17 vs. sunder)Feats Great Fortitude, Improved Sunder, Power Attack, Toughness, Weapon Focus (warhammer)Skills Climb +6, Craft (blacksmith) +9, Intimidate +8, Knowledge (engineering) +5, Profession (blacksmith) +6, Ride +0, Swim +4Languages CommonSQ bravery +1Combat Gear flask of acid (2), potion of cure light wounds; Other Gear masterwork warhammer, light hammers (4), masterwork breastplate, masterwork spiked heavy steel shield, masterwork blacksmithing tools, 664 gp

ERMOLOSMale Chelish human expert 1 / fighter 1NG Medium humanoidInit -1; Senses Perception +1DEFENSE

AC 16, touch 9, flat-footed 16 (+6 armor, -1 Dex, +1 shield)hp 21 (2 HD; 1d8+1d10+8)Fort +6, Ref -1, Will +3OFFENSE

Speed 20 ft. (30 ft. without armor)Melee warhammer +5 (1d8+3/x3)Ranged light hammer +0 (1d4+3)STATISTICS

Str 16, Dex 8, Con 15, Int 10, Wis 13, Cha 12Base Atk +1; CMB +4; CMD 13Feats Great Fortitude, Toughness, Weapon Focus (warhammer)Skills Climb +2, Craft (blacksmith) +7, Intimidate +6, Knowledge (engineering) +5, Profession (blacksmith) +5, Ride -2, Swim +2Languages CommonCombat Gear flask of acid (2), potion of cure light wounds; Other Gear warhammer, light hammers (4), breastplate, buckler, masterwork blacksmithing tools, 34 gp

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ERMOLOSMale Chelish human expert 1 / fighter 2NG Medium humanoidInit -1; Senses Perception +1DEFENSE

AC 16, touch 9, flat-footed 16 (+6 armor, -1 Dex, +1 shield)hp 30 (3 HD; 1d8+2d10+11)Fort +7, Ref -1, Will +3 (+4 vs. fear)OFFENSE

Speed 20 ft. (30 ft. without armor)Melee mwk warhammer +7 (1d8+3/x3)Ranged light hammer +1 (1d4+3)STATISTICS

Str 16, Dex 8, Con 15, Int 10, Wis 13, Cha 12Base Atk +2; CMB +5 (+7 sunder); CMD 14 (16 vs. sunder)Feats Great Fortitude, Improved Sunder, Power Attack, Toughness, Weapon Focus (warhammer)Skills Climb +3, Craft (blacksmith) +8, Intimidate +7, Knowledge (engineering) +5, Profession (blacksmith) +5, Ride -2, Swim +2Languages CommonSQ bravery +1Combat Gear flask of acid (2), potion of cure light wounds; Other Gear masterwork warhammer, light hammers (4), breastplate, buckler, masterwork blacksmithing tools, 124 gp

ERMOLOSMale Chelish human expert 1 / fighter 3NG Medium humanoidInit -1; Senses Perception +1DEFENSE

AC 17, touch 9, flat-footed 17 (+6 armor, -1 Dex, +2 shield)hp 43 (4 HD; 1d8+3d10+19)Fort +8, Ref +0, Will +4 (+5 vs. fear)OFFENSE

Speed 30 ft.Melee mwk warhammer +8 (1d8+3/x3)Ranged light hammer +2 (1d4+3)STATISTICS

Str 16, Dex 8, Con 16, Int 10, Wis 13, Cha 12Base Atk +3; CMB +6 (+8 sunder); CMD 15 (17 vs. sunder)Feats Great Fortitude, Improved Sunder, Power Attack, Toughness, Weapon Focus (warhammer)Skills Climb +6, Craft (blacksmith) +9, Intimidate +8, Knowledge (engineering) +5, Profession (blacksmith) +5, Ride +0, Swim +4Languages CommonSQ armor training 1, bravery +1Combat Gear flask of acid (2), potion of cure light wounds; Other Gear masterwork warhammer, light hammers (4), masterwork breastplate, masterwork spiked heavy steel shield, masterwork blacksmithing tools, 664 gp

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ERMOLOSMale Chelish human fighter 1NG Medium humanoidInit -1; Senses Perception +1DEFENSE

AC 16, touch 9, flat-footed 16 (+6 armor, -1 Dex, +1 shield)hp 16 (1d10+6)Fort +6, Ref -1, Will +1OFFENSE

Speed 20 ft. (30 ft. without armor)Melee warhammer +5 (1d8+3/x3)Ranged light hammer +0 (1d4+3)STATISTICS

Str 16, Dex 8, Con 15, Int 10, Wis 13, Cha 12Base Atk +1; CMB +4; CMD 13Feats Great Fortitude, Toughness, Weapon Focus (warhammer)Skills Craft (blacksmith) +6, Intimidate +5, Knowledge (engineering) +4Languages CommonCombat Gear flask of acid (2), potion of cure light wounds; Other Gear warhammer, light hammers (4), breastplate, buckler, masterwork blacksmithing tools, 34 gp

ERMOLOSMale Chelish human fighter 2NG Medium humanoidInit -1; Senses Perception +1DEFENSE

AC 16, touch 9, flat-footed 16 (+6 armor, -1 Dex, +1 shield)hp 24 (2d10+9)Fort +7, Ref -1, Will +1 (+2 vs. fear)OFFENSE

Speed 20 ft. (30 ft. without armor)Melee mwk warhammer +7 (1d8+3/x3)Ranged light hammer +1 (1d4+3)STATISTICS

Str 16, Dex 8, Con 15, Int 10, Wis 13, Cha 12Base Atk +2; CMB +5; CMD 14Feats Great Fortitude, Power Attack, Toughness, Weapon Focus (warhammer)Skills Climb +2, Craft (blacksmith) +7, Intimidate +6, Knowledge (engineering) +4Languages CommonSQ bravery +1Combat Gear flask of acid (2), potion of cure light wounds; Other Gear masterwork warhammer, light hammers (4), breastplate, buckler, masterwork blacksmithing tools, 124 gp

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ERMOLOSMale Chelish human fighter 3NG Medium humanoidInit -1; Senses Perception +1DEFENSE

AC 17, touch 9, flat-footed 17 (+6 armor, -1 Dex, +2 shield)hp 34 (3d10+12)Fort +7, Ref +0, Will +2 (+3 vs. fear)OFFENSE

Speed 30 ft.Melee mwk warhammer +8 (1d8+3/x3)Ranged light hammer +2 (1d4+3)STATISTICS

Str 16, Dex 8, Con 15, Int 10, Wis 13, Cha 12Base Atk +3; CMB +6 (+8 sunder); CMD 15 (17 vs. sunder)Feats Great Fortitude, Improved Sunder, Power Attack, Toughness, Weapon Focus (warhammer)Skills Climb +4, Craft (blacksmith) +8, Intimidate +7, Knowledge (engineering) +4, Swim +4Languages CommonSQ armor training 1, bravery +1Combat Gear flask of acid (2), potion of cure light wounds; Other Gear masterwork warhammer, light hammers (4), masterwork breastplate, masterwork spiked heavy steel shield, masterwork blacksmithing tools, 664 gp

ERMOLOSMale Chelish human fighter 4NG Medium humanoidInit -1; Senses Perception +1DEFENSE

AC 20, touch 9, flat-footed 20 (+9 armor, -1 Dex, +2 shield)hp 46 (4d10+20)Fort +9, Ref +0, Will +2 (+3 vs. fear)OFFENSE

Speed 20 ft. (30 ft. without armor)Melee mwk warhammer +9 (1d8+5/x3)Ranged light hammer +3 (1d4+3)STATISTICS

Str 16, Dex 8, Con 16, Int 10, Wis 13, Cha 12Base Atk +4; CMB +7 (+9 sunder); CMD 16 (18 vs. sunder)Feats Great Fortitude, Improved Sunder, Power Attack, Toughness, Weapon Focus (warhammer), Weapon Specialization (warhammer)Skills Climb +3, Craft (blacksmith) +9, Intimidate +8, Knowledge (engineering) +4, Swim +2Languages CommonSQ armor training 1, bravery +1Combat Gear flask of acid (2), potion of cure light wounds; Other Gear masterwork warhammer, light hammers (4), masterwork full plate, masterwork spiked heavy steel shield, masterwork blacksmithing tools, 64 gp

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ERMOLOSMale Chelish human fighter 5NG Medium humanoidInit -1; Senses Perception +1DEFENSE

AC 21, touch 9, flat-footed 21 (+10 armor, -1 Dex, +2 shield)hp 57 (5d10+25)Fort +9, Ref +0, Will +2 (+3 vs. fear)OFFENSE

Speed 20 ft. (30 ft. without armor)Melee mwk warhammer +11 (1d8+6/x3)Ranged light hammer +5 (1d4+4)STATISTICS

Str 16, Dex 8, Con 16, Int 10, Wis 13, Cha 12Base Atk +5; CMB +8 (+10 sunder); CMD 17 (19 vs. sunder)Feats Cleave, Great Fortitude, Improved Sunder, Power Attack, Toughness, Weapon Focus (warhammer), Weapon Specialization (warhammer)Skills Climb +3, Craft (blacksmith) +10, Intimidate +9, Knowledge (engineering) +4, Swim +3Languages CommonSQ armor training 1, bravery +1, weapon training (hammers +1)Combat Gear flask of acid (2), potion of cure light wounds; Other Gear masterwork warhammer, light hammers (4), +1 full plate, masterwork spiked heavy steel shield, masterwork blacksmithing tools, 114 gp

ERMOLOSMale Chelish human fighter 6NG Medium humanoidInit -1; Senses Perception +1DEFENSE

AC 22, touch 9, flat-footed 22 (+10 armor, -1 Dex, +3 shield)hp 67 (6d10+30)Fort +10, Ref +1, Will +3 (+4 vs. fear)OFFENSE

Speed 20 ft. (30 ft. without armor)Melee mwk warhammer +12/+7 (1d8+6/x3)Ranged light hammer +6 (1d4+4)STATISTICS

Str 16, Dex 8, Con 16, Int 10, Wis 13, Cha 12Base Atk +6; CMB +9 (+13 sunder); CMD 18 (20 vs. sunder)Feats Cleave, Great Fortitude, Greater Sunder, Improved Sunder, Power Attack, Toughness, Weapon Focus (warhammer), Weapon Specialization (warhammer)Skills Climb +4, Craft (blacksmith) +11, Intimidate +10, Knowledge (engineering) +4, Swim +3Languages CommonSQ armor training 1, bravery +2, weapon training (hammers +1)Combat Gear flask of acid (2), potion of cure light wounds; Other Gear masterwork warhammer, light hammers (4), +1 full plate, +1 spiked heavy steel shield, masterwork blacksmithing tools, 324 gp

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FIOSAFAVORED CLASS: Cleric AWAKEND ROLE: The Medic: Fiosa is a skilled healer, even without her magic, and is a great help when treating diseases or poisons.LESSER BOON (CLERIC 1-3): A PC gains one free Fortitude re-roll to resist the effects of a poison or disease during a mission.GREATER BOON (CLERIC 4+): As above, except the PC gains two free re-rolls.

FIOSAFemale halfling expert 1LG Small humanoidInit +1; Senses Perception +4DEFENSE

AC 20, touch 12, flat-footed 19 (+6 armor, +1 Dex, +2 shield, +1 size)hp 9 (1d8+1)Fort +2, Ref +2, Will +7; +2 vs. fearOFFENSE

Speed 20 ft.Melee longsword -9 (1d6+1/19-20)Ranged heavy crossbow -5 (1d8/19-20)STATISTICS

Str 12, Dex 12, Con 12, Int 8, Wis 15, Cha 15Base Atk +0; CMB +0; CMD 11Feats Iron WillSkills Acrobatics -4, Climb -4, Diplomacy +6, Heal +6, Knowledge (religion) +3, Perception +4, Profession (servant) +6, Sense Motive +6, Stealth -2Languages Common, HalflingGear longsword, heavy crossbow with 20 bolts, chainmail, heavy steel shield, silver holy symbol of Iomedae

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FIOSAFemale halfling expert 2LG Small humanoidInit +1; Senses Perception +5DEFENSE

AC 20, touch 12, flat-footed 19 (+6 armor, +1 Dex, +2 shield, +1 size)hp 14 (2d8+2)Fort +2, Ref +2, Will +8; +2 vs. fearOFFENSE

Speed 20 ft.Melee longsword -8 (1d6+1/19-20)Ranged heavy crossbow -4 (1d8/19-20)STATISTICS

Str 12, Dex 12, Con 12, Int 8, Wis 15, Cha 15Base Atk +1; CMB +1; CMD 12Feats Iron WillSkills Acrobatics -3, Climb -3, Diplomacy +7, Heal +7, Knowledge (religion) +4, Perception +5, Profession (servant) +6, Sense Motive +7, Stealth -1Languages Common, HalflingGear longsword, heavy crossbow with 20 bolts, breastplate, heavy steel shield, silver holy symbol of Iomedae, healer’s kit, 30 gp

FIOSAFemale halfling expert 2 / cleric 1 (Iomedae)LG Small humanoidInit +1; Senses Perception +5Aura good, lawDEFENSE

AC 20, touch 12, flat-footed 19 (+6 armor, +1 Dex, +2 shield, +1 size)hp 20 (3d8+3)Fort +4, Ref +2, Will +10; +2 vs. fearOFFENSE

Speed 20 ft.Melee longsword +3 (1d6+1/19-20)Ranged heavy crossbow +3 (1d8/19-20)Special Attacks channel energy 7/day (1d6, DC 12), sun’s blessing +1, touch of good 5/day (+1)Spells Prepared (CL 1st; concentration +3)1st – magic weapon, protection from evil D, shield of faith0 – create water, light, stabilizeD domain spell; Domains good, sunSTATISTICS

Str 12, Dex 12, Con 12, Int 8, Wis 15, Cha 15Base Atk +1; CMB +1; CMD 12Feats Extra Channel, Iron WillSkills Acrobatics -1, Climb -1, Diplomacy +8, Heal +8, Knowledge (religion) +4, Perception +5, Profession (servant) +6, Sense Motive +7, Stealth +1Languages Common, HalflingGear longsword, heavy crossbow with 20 bolts, masterwork breastplate, masterwork heavy steel shield, silver holy symbol of Iomedae, healer’s kit, 120 gp

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FIOSAFemale halfling expert 2 / cleric 2 (Iomedae)LG Small humanoidInit +1; Senses Perception +6Aura good, lawDEFENSE

AC 21, touch 12, flat-footed 20 (+7 armor, +1 Dex, +2 shield, +1 size)hp 25 (4d8+4)Fort +5, Ref +2, Will +12; +2 vs. fearOFFENSE

Speed 20 ft.Melee longsword +4 (1d6+1/19-20)Ranged heavy crossbow +4 (1d8/19-20)Special Attacks channel energy 7/day (1d6, DC 13), sun’s blessing +2, touch of good 6/day (+1)Spells Prepared (CL 2nd; concentration +5)1st – bless water, magic weapon, protection from evil D, shield of faith0 – create water, light, stabilize, virtueD domain spell; Domains good, sunSTATISTICS

Str 12, Dex 12, Con 12, Int 8, Wis 16, Cha 15Base Atk +2; CMB +2; CMD 13Feats Extra Channel, Iron WillSkills Acrobatics -1, Climb -1, Diplomacy +9, Heal +9, Knowledge (religion) +4, Perception +6, Profession (servant) +7, Sense Motive +8, Stealth +1Languages Common, HalflingGear longsword, heavy crossbow with 20 bolts, +1 breastplate, masterwork heavy steel shield, silver holy symbol of Iomedae, healer’s kit

FIOSAFemale halfling expert 1 / cleric 1 (Iomedae)LG Small humanoidInit +1; Senses Perception +4Aura good, lawDEFENSE

AC 20, touch 12, flat-footed 19 (+6 armor, +1 Dex, +2 shield, +1 size)hp 14 (2d8+2)Fort +4, Ref +2, Will +9; +2 vs. fearOFFENSE

Speed 20 ft.Melee longsword +2 (1d6+1/19-20)Ranged heavy crossbow +2 (1d8/19-20)Special Attacks channel energy 5/day (1d6, DC 12), sun’s blessing +1, touch of good 5/day (+1)Spells Prepared (CL 1st; concentration +3)1st – magic weapon, protection from evil D, shield of faith0 – create water, light, stabilizeD domain spell; Domains good, sunSTATISTICS

Str 12, Dex 12, Con 12, Int 8, Wis 15, Cha 15Base Atk +0; CMB +0; CMD 11Feats Iron WillSkills Acrobatics -3, Climb -3, Diplomacy +7, Heal +7, Knowledge (religion) +3, Perception +4, Profession (servant) +6, Sense Motive +6, Stealth -1Languages Common, HalflingGear longsword, heavy crossbow with 20 bolts, breastplate, heavy steel shield, silver holy symbol of Iomedae, healer’s kit, 30 gp

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FIOSAFemale halfling expert 1 / cleric 2 (Iomedae)LG Small humanoidInit +1; Senses Perception +4Aura good, lawDEFENSE

AC 20, touch 12, flat-footed 19 (+6 armor, +1 Dex, +2 shield, +1 size)hp 20 (3d8+3)Fort +5, Ref +2, Will +10; +2 vs. fearOFFENSE

Speed 20 ft.Melee longsword +3 (1d6+1/19-20)Ranged heavy crossbow +3 (1d8/19-20)Special Attacks channel energy 7/day (1d6, DC 12), sun’s blessing +2, touch of good 5/day (+1)Spells Prepared (CL 2nd; concentration +4)1st – bless water, magic weapon, protection from evil D, shield of faith0 – create water, light, stabilize, virtueD domain spell; Domains good, sunSTATISTICS

Str 12, Dex 12, Con 12, Int 8, Wis 15, Cha 15Base Atk +1; CMB +1; CMD 12Feats Extra Channel, Iron WillSkills Acrobatics -1, Climb -1, Diplomacy +8, Heal +8, Knowledge (religion) +3, Perception +4, Profession (servant) +6, Sense Motive +6, Stealth +1Languages Common, HalflingGear longsword, heavy crossbow with 20 bolts, masterwork breastplate, masterwork heavy steel shield, silver holy symbol of Iomedae, healer’s kit, 120 gp

FIOSAFemale halfling expert 1 / cleric 3 (Iomedae)LG Small humanoidInit +1; Senses Perception +5Aura good, lawDEFENSE

AC 21, touch 12, flat-footed 20 (+7 armor, +1 Dex, +2 shield, +1 size)hp 25 (4d8+4)Fort +5, Ref +3, Will +11; +2 vs. fearOFFENSE

Speed 20 ft.Melee longsword +4 (1d6+1/19-20)Ranged heavy crossbow +4 (1d8/19-20)Special Attacks channel energy 7/day (2d6, DC 13), sun’s blessing +3, touch of good 6/day (+1)Spells Prepared (CL 3rd; concentration +6)2nd – aid, align weapon D, lesser restoration1st – bless water, magic weapon, protection from evil D, shield of faith0 – create water, light, stabilize, virtueD domain spell; Domains good, sunSTATISTICS

Str 12, Dex 12, Con 12, Int 8, Wis 16, Cha 15Base Atk +2; CMB +2; CMD 13Feats Extra Channel, Iron WillSkills Acrobatics -1, Climb -1, Diplomacy +9, Heal +9, Knowledge (religion) +3, Perception +5, Profession (servant) +7, Sense Motive +7, Stealth +1Languages Common, HalflingGear longsword, heavy crossbow with 20 bolts, +1 breastplate, masterwork heavy steel shield, silver holy symbol of Iomedae, healer’s kit

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FIOSAFemale halfling cleric 1 (Iomedae)LG Small humanoidInit +1; Senses Perception +4Aura good, lawDEFENSE

AC 20, touch 12, flat-footed 19 (+6 armor, +1 Dex, +2 shield, +1 size)hp 9 (1d8+1)Fort +4, Ref +2, Will +7; +2 vs. fearOFFENSE

Speed 20 ft.Melee longsword +2 (1d6+1/19-20)Ranged heavy crossbow +2 (1d8/19-20)Special Attacks channel energy 5/day (1d6, DC 12), sun’s blessing +1, touch of good 5/day (+1)Spells Prepared (CL 1st; concentration +3)1st – magic weapon, protection from evil D, shield of faith0 – create water, light, stabilizeD domain spell; Domains good, sunSTATISTICS

Str 12, Dex 12, Con 12, Int 8, Wis 15, Cha 15Base Atk +0; CMB +0; CMD 11Feats Iron WillSkills Acrobatics -3, Climb -3, Diplomacy +6, Heal +6, Perception +4, Stealth -1Languages Common, HalflingGear longsword, heavy crossbow with 20 bolts, breastplate, heavy steel shield, silver holy symbol of Iomedae, healer’s kit, 30 gp

FIOSAFemale halfling cleric 2 (Iomedae)LG Small humanoidInit +1; Senses Perception +4Aura good, lawDEFENSE

AC 20, touch 12, flat-footed 19 (+6 armor, +1 Dex, +2 shield, +1 size)hp 14 (2d8+2)Fort +5, Ref +2, Will +8; +2 vs. fearOFFENSE

Speed 20 ft.Melee longsword +3 (1d6+1/19-20)Ranged heavy crossbow +3 (1d8/19-20)Special Attacks channel energy 5/day (1d6, DC 13), sun’s blessing +2, touch of good 5/day (+1)Spells Prepared (CL 2nd; concentration +4)1st – bless water, magic weapon, protection from evil D, shield of faith0 – create water, light, stabilize, virtueD domain spell; Domains good, sunSTATISTICS

Str 12, Dex 12, Con 12, Int 8, Wis 15, Cha 15Base Atk +1; CMB +1; CMD 12Feats Iron WillSkills Acrobatics -1, Climb -1, Diplomacy +7, Heal +7, Perception +4, Stealth +1Languages Common, HalflingGear longsword, heavy crossbow with 20 bolts, masterwork breastplate, masterwork heavy steel shield, silver holy symbol of Iomedae, healer’s kit, 120 gp

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FIOSAFemale halfling cleric 3 (Iomedae)LG Small humanoidInit +1; Senses Perception +4Aura good, lawDEFENSE

AC 21, touch 12, flat-footed 20 (+7 armor, +1 Dex, +2 shield, +1 size)hp 20 (3d8+3)Fort +5, Ref +3, Will +8; +2 vs. fearOFFENSE

Speed 20 ft.Melee longsword +4 (1d6+1/19-20)Ranged heavy crossbow +4 (1d8/19-20)Special Attacks channel energy 7/day (2d6, DC 13), sun’s blessing +3, touch of good 5/day (+1)Spells Prepared (CL 3rd; concentration +5)2nd – aid, align weapon D, lesser restoration1st – bless water, magic weapon, protection from evil D, shield of faith0 – create water, light, stabilize, virtueD domain spell; Domains good, sunSTATISTICS

Str 12, Dex 12, Con 12, Int 8, Wis 15, Cha 15Base Atk +2; CMB +2; CMD 13Feats Extra Channel, Iron WillSkills Acrobatics -1, Climb -1, Diplomacy +8, Heal +8, Perception +4, Stealth +1Languages Common, HalflingGear longsword, heavy crossbow with 20 bolts, +1 breastplate, masterwork heavy steel shield, silver holy symbol of Iomedae, healer’s kit

FIOSAFemale halfling cleric 4 (Iomedae)LG Small humanoidInit +1; Senses Perception +5Aura good, lawDEFENSE

AC 21, touch 12, flat-footed 20 (+7 armor, +1 Dex, +2 shield, +1 size)hp 25 (4d8+4)Fort +6, Ref +3, Will +10; +2 vs. fearOFFENSE

Speed 20 ft.Melee longsword +5 (1d6+1/19-20)Ranged heavy crossbow +5 (1d8/19-20)Special Attacks channel energy 7/day (2d6, DC 15), sun’s blessing +4, touch of good 6/day (+2)Spells Prepared (CL 4th; concentration +7)2nd – aid, align weapon D, hold person (DC 15), lesser restoration1st – bless water, magic weapon, protection from evil D, shield of faith0 – create water, light, stabilize, virtueD domain spell; Domains good, sunSTATISTICS

Str 12, Dex 12, Con 12, Int 8, Wis 16, Cha 15Base Atk +3; CMB +3; CMD 14Feats Extra Channel, Iron WillSkills Acrobatics -4, Climb -4, Diplomacy +9, Heal +10, Perception +5, Stealth -2Languages Common, HalflingCombat Gear wand of cure light wounds (50 charges); Other Gear longsword, heavy crossbow with 20 bolts, +1 breastplate, masterwork heavy steel shield, silver holy symbol of Iomedae, healer’s kit

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FIOSAFemale halfling cleric 5 (Iomedae)LG Small humanoidInit +1; Senses Perception +5Aura good, lawDEFENSE

AC 22, touch 12, flat-footed 21 (+7 armor, +1 Dex, +3 shield, +1 size)hp 31 (5d8+5)Fort +6, Ref +3, Will +10; +2 vs. fearOFFENSE

Speed 20 ft.Melee longsword +5 (1d6+1/19-20)Ranged heavy crossbow +5 (1d8/19-20)Special Attacks channel energy 7/day (3d6, DC 15), sun’s blessing +5, touch of good 6/day (+2)Spells Prepared (CL 5th; concentration +8)3rd – helping hand, magic circle against evil (DC 16) D, remove disease 2nd – aid, align weapon D, hold person (DC 15), lesser restoration1st – bless water, magic weapon, protection from evil D, shield of faith0 – create water, light, stabilize, virtueD domain spell; Domains good, sunSTATISTICS

Str 12, Dex 12, Con 12, Int 8, Wis 16, Cha 15Base Atk +3; CMB +3; CMD 14Feats Extra Channel, Iron Will, Skill Focus (Heal)Skills Acrobatics -4 (-8 to jump), Climb -4, Diplomacy +10, Heal +14, Perception +5, Stealth -2Languages Common, HalflingCombat Gear wand of cure light wounds (50 charges); Other Gear longsword, heavy crossbow with 20 bolts, +1 breastplate, +1 heavy steel shield, healer’s kit, silver holy symbol of Iomedae, 40 gp

FIOSAFemale halfling cleric 6 (Iomedae)LG Small humanoidInit +1; Senses Perception +5Aura good, lawDEFENSE

AC 22, touch 12, flat-footed 21 (+7 armor, +1 Dex, +3 shield, +1 size)hp 36 (6d8+6)Fort +8, Ref +5, Will +12; +2 vs. fearOFFENSE

Speed 20 ft.Melee longsword +6 (1d6+1/19-20)Ranged heavy crossbow +6 (1d8/19-20)Special Attacks channel energy 7/day (3d6, DC 16), sun’s blessing +6, touch of good 6/day (+3)Spells Prepared (CL 6th; concentration +9)3rd – helping hand, magic circle against evil (DC 16) D, remove curse, remove disease 2nd – aid, align weapon D, hold person (DC 15), lesser restoration, spiritual weapon1st – bless water, magic weapon, protection from evil D, shield of faith0 – create water, light, stabilize, virtueD domain spell; Domains good, sunSTATISTICS

Str 12, Dex 12, Con 12, Int 8, Wis 16, Cha 15Base Atk +4; CMB +4; CMD 15Feats Extra Channel, Iron Will, Skill Focus (Heal)Skills Acrobatics -4 (-8 to jump), Climb -4, Diplomacy +11, Heal +15, Perception +5, Stealth -2Languages Common, HalflingCombat Gear wand of cure light wounds (50 charges); Other Gear longsword, heavy crossbow with 20 bolts, +1 breastplate, +1 heavy steel shield, cloak of resistance +1, healer’s kit, silver holy symbol of Iomedae, 240 gp

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GORVIOFAVORED CLASS: Sorcerer AWAKEND ROLE: The Enforcer: Gorvio has the blood of dragons flowing through him, despite what he previously thought of as a tiefling heritage. He becomes more bold and intimidating, using his newfound powers to inspire fear and respect in others.LESSER BOON (SORCERER 1-3): Gorvio grants PCs a +2 bonus to all Intimidate checks during a mission.GREATER BOON (SORCERER 4+): As above, except the PCs gain a +3 bonus.

GORVIOMale Chelish human expert 1N Medium humanoidInit +2; Senses Perception -1DEFENSE

AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)hp 9 (1d8+1)Fort +1, Ref +2, Will +1OFFENSE

Speed 35 ft.Melee spear +2 (1d8+3/x3)Ranged spear +2 (1d8+2/x3)STATISTICS

Str 14, Dex 15, Con 13, Int 10, Wis 8, Cha 14Base Atk +0; CMB +2; CMD 15Feats Defensive Combat Training, FleetSkills Acrobatics +6, Appraise +4, Bluff +6, Intimidate +6, Knowledge (arcana) +4, Profession (horse trader) +3, Spellcraft +4Languages CommonCombat Gear potion of cure light wounds, tanglefoot bag (2); Other Gear spear (3), leather armor, backpack, caltrops (4), hammer, 50 ft. hemp rope, 86 gp, 5 sp

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GORVIOMale Chelish human expert 2N Medium humanoidInit +2; Senses Perception -1DEFENSE

AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)hp 14 (2d8+2)Fort +1, Ref +2, Will +2OFFENSE

Speed 35 ft.Melee spear +3 (1d8+3/x3)Ranged spear +3 (1d8+2/x3)STATISTICS

Str 14, Dex 15, Con 13, Int 10, Wis 8, Cha 14Base Atk +1; CMB +3; CMD 16Feats Fleet, Magical AptitudeSkills Acrobatics +7, Appraise +5, Bluff +7, Intimidate +7, Knowledge (arcana) +5, Profession (horse trader) +4, Spellcraft +5Languages CommonCombat Gear potion of cure light wounds (2), tanglefoot bag (2); Other Gear spear (3), leather armor, backpack, caltrops (4), hammer, 50 ft. hemp rope, 166 gp, 5 sp

GORVIOMale Chelish human expert 2 / sorcerer 1N Medium humanoidInit +2; Senses Perception -1DEFENSE

AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)hp 20 (3 HD; 2d8+1d6+4)Fort +1, Ref +2, Will +4OFFENSE

Speed 35 ft.Melee mwk longspear +4 (1d8+3/x3) or 2 claws +3 (1d4+2)Ranged spear +3 (1d8+2/x3)Spells Known (CL 1st; concentration +3; 10% spell failure chance; fire spells deal +1 damage)1st (4/day) – burning hands (DC 13), shield0 – arcane mark, detect magic, light, ray of frostBloodline draconic (brass)Space 5 ft.; Reach 5 ft. (10 ft. with longspear)STATISTICS

Str 14, Dex 15, Con 13, Int 10, Wis 8, Cha 14Base Atk +1; CMB +3; CMD 17Feats Combat Casting, Defensive Combat Training, Eschew Materials, FleetSkills Acrobatics +7, Appraise +5, Bluff +7, Intimidate +8, Knowledge (arcana) +6, Profession (horse trader) +4, Spellcraft +6Languages CommonCombat Gear potion of cure light wounds (2), potion of mage armor (2), tanglefoot bag (2); Other Gear masterwork longspear, spear (3), leather armor, backpack, caltrops (4), hammer, 50 ft. hemp rope, 151 gp, 5 sp

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GORVIOMale Chelish human expert 2 / sorcerer 2N Medium humanoidInit +3; Senses Perception -1DEFENSE

AC 13, touch 13, flat-footed 10 (+3 Dex)hp 25 (4 HD; 2d8+2d6+6)Fort +2, Ref +4, Will +5OFFENSE

Speed 35 ft.Melee mwk longspear +5 (1d8+3/x3) or 2 claws +4 (1d4+2)Ranged spear +5 (1d8+2/x3)Spells Known (CL 2nd; concentration +4; 10% spell failure chance; fire spells deal +1 damage)1st (5/day) – burning hands (DC 13), shield0 – arcane mark, detect magic, daze (DC 12), light, ray of frostBloodline draconic (brass)Space 5 ft.; Reach 5 ft. (10 ft. with longspear)STATISTICS

Str 14, Dex 16, Con 13, Int 10, Wis 8, Cha 14Base Atk +2; CMB +4; CMD 19Feats Combat Casting, Defensive Combat Training, Eschew Materials, FleetSkills Acrobatics +8, Appraise +5, Bluff +7, Intimidate +9, Knowledge (arcana) +7, Profession (horse trader) +4, Spellcraft +7Languages CommonCombat Gear potion of cure light wounds (2), potion of mage armor (2), tanglefoot bag (2); Other Gear cloak of resistance +1, masterwork longspear, spear (3), backpack, caltrops (4), hammer, 50 ft. hemp rope, 31 gp, 5 sp

GORVIOMale Chelish human expert 1 / sorcerer 1N Medium humanoidInit +2; Senses Perception -1DEFENSE

AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)hp 14 (2 HD; 1d8+1d6+3)Fort +1, Ref +2, Will +3OFFENSE

Speed 35 ft.Melee spear +2 (1d8+3/x3) or 2 claws +2 (1d4+2)Ranged spear +2 (1d8+2/x3)Spells Known (CL 1st; concentration +3; 10% spell failure chance; fire spells deal +1 damage)1st (4/day) – burning hands (DC 13), shield0 – arcane mark, detect magic, light, ray of frostBloodline draconic (brass)STATISTICS

Str 14, Dex 15, Con 13, Int 10, Wis 8, Cha 14Base Atk +0; CMB +2; CMD 16Feats Defensive Combat Training, Eschew Materials, FleetSkills Acrobatics +6, Appraise +4, Bluff +6, Intimidate +7, Knowledge (arcana) +5, Profession (horse trader) +3, Spellcraft +5Languages CommonCombat Gear potion of cure light wounds (2), tanglefoot bag (2); Other Gear spear (3), leather armor, backpack, caltrops (4), hammer, 50 ft. hemp rope, 166 gp, 5 sp

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GORVIOMale Chelish human expert 1 / sorcerer 2N Medium humanoidInit +2; Senses Perception -1DEFENSE

AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)hp 20 (3 HD; 1d8+2d6+5)Fort +1, Ref +2, Will +4OFFENSE

Speed 35 ft.Melee mwk longspear +4 (1d8+3/x3) or 2 claws +3 (1d4+2)Ranged spear +3 (1d8+2/x3)Spells Known (CL 2nd; concentration +4; 10% spell failure chance; fire spells deal +1 damage)1st (5/day) – burning hands (DC 13), shield0 – arcane mark, detect magic, daze (DC 12), light, ray of frostBloodline draconic (brass)Space 5 ft.; Reach 5 ft. (10 ft. with longspear)STATISTICS

Str 14, Dex 15, Con 13, Int 10, Wis 8, Cha 14Base Atk +1; CMB +3; CMD 17Feats Combat Casting, Defensive Combat Training, Eschew Materials, FleetSkills Acrobatics +6, Appraise +4, Bluff +6, Intimidate +8, Knowledge (arcana) +6, Profession (horse trader) +3, Spellcraft +6Languages CommonCombat Gear potion of cure light wounds (2), potion of mage armor (2), tanglefoot bag (2); Other Gear masterwork longspear, spear (3), leather armor, backpack, caltrops (4), hammer, 50 ft. hemp rope, 151 gp, 5 sp

GORVIOMale Chelish human expert 1 / sorcerer 3N Medium humanoidInit +3; Senses Perception -1DEFENSE

AC 14, touch 12, flat-footed 12 (+3 Dex, +1 natural)hp 25 (4 HD; 1d8+3d6+7)Fort +3, Ref +4, Will +5Defensive Abilities dragon resistances; Resist fire 5OFFENSE

Speed 35 ft.Melee mwk longspear +4 (1d8+3/x3) or 2 claws +3 (1d4+2)Ranged spear +4 (1d8+2/x3)Spells Known (CL 3rd; concentration +5; 10% spell failure chance; fire spells deal +1 damage)1st (6/day) – burning hands (DC 13), mage armor, shield, shocking grasp0 – arcane mark, detect magic, daze (DC 12), light, ray of frostBloodline draconic (brass)Space 5 ft.; Reach 5 ft. (10 ft. with longspear)STATISTICS

Str 14, Dex 16, Con 13, Int 10, Wis 8, Cha 14Base Atk +1; CMB +3; CMD 18Feats Combat Casting, Defensive Combat Training, Eschew Materials, FleetSkills Acrobatics +7, Appraise +4, Bluff +6, Intimidate +9, Knowledge (arcana) +7, Profession (horse trader) +3, Spellcraft +7Languages CommonCombat Gear potion of cure light wounds (2), potion of mage armor (2), tanglefoot bag (2); Other Gear cloak of resistance +1, masterwork longspear, spear (3), backpack, caltrops (4), hammer, 50 ft. hemp rope, 31 gp, 5 sp

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GORVIOMale Chelish human sorcerer 1N Medium humanoidInit +2; Senses Perception -1DEFENSE

AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)hp 8 (1d6+2)Fort +1, Ref +2, Will +1OFFENSE

Speed 35 ft.Melee spear +2 (1d8+3/x3) or 2 claws +2 (1d4+2)Ranged spear +2 (1d8+2/x3)Spells Known (CL 1st; concentration +3; 10% spell failure chance; fire spells deal +1 damage)1st (4/day) – burning hands (DC 13), shield0 – arcane mark, detect magic, light, ray of frostBloodline draconic (brass)STATISTICS

Str 14, Dex 15, Con 13, Int 10, Wis 8, Cha 14Base Atk +0; CMB +2; CMD 15Feats Defensive Combat Training, Eschew Materials, FleetSkills Intimidate +6, Knowledge (arcana) +4, Spellcraft +4Languages CommonCombat Gear potion of cure light wounds (2), tanglefoot bag (2); Other Gear spear (3), leather armor, backpack, caltrops (4), hammer, 50 ft. hemp rope, 166 gp, 5 sp

GORVIOMale Chelish human sorcerer 2N Medium humanoidInit +2; Senses Perception -1DEFENSE

AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)hp 13 (2d6+4)Fort +1, Ref +2, Will +2OFFENSE

Speed 35 ft.Melee mwk longspear +4 (1d8+3/x3) or 2 claws +3 (1d4+2)Ranged spear +3 (1d8+2/x3)Spells Known (CL 2nd; concentration +4; 10% spell failure chance; fire spells deal +1 damage)1st (5/day) – burning hands (DC 13), shield0 – arcane mark, detect magic, daze (DC 12), light, ray of frostBloodline draconic (brass)Space 5 ft.; Reach 5 ft. (10 ft. with longspear)STATISTICS

Str 14, Dex 15, Con 13, Int 10, Wis 8, Cha 14Base Atk +1; CMB +3; CMD 16Feats Defensive Combat Training, Eschew Materials, FleetSkills Intimidate +7, Knowledge (arcana) +5, Spellcraft +5Languages CommonCombat Gear potion of cure light wounds (2), potion of mage armor (2), tanglefoot bag (2); Other Gear masterwork longspear, spear (3), leather armor, backpack, caltrops (4), hammer, 50 ft. hemp rope, 151 gp, 5 sp

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GORVIOMale Chelish human sorcerer 3N Medium humanoidInit +2; Senses Perception -1DEFENSE

AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)hp 19 (3d6+6)Fort +3, Ref +4, Will +3Defensive Abilities dragon resistances; Resist fire 5OFFENSE

Speed 35 ft.Melee mwk longspear +4 (1d8+3/x3) or 2 claws +3 (1d4+2)Ranged spear +3 (1d8+2/x3)Spells Known (CL 3rd; concentration +5; fire spells deal +1 damage)1st (6/day) – burning hands (DC 13), mage armor, shield, shocking grasp0 – arcane mark, detect magic, daze (DC 12), light, ray of frostBloodline draconic (brass)Space 5 ft.; Reach 5 ft. (10 ft. with longspear)STATISTICS

Str 14, Dex 15, Con 13, Int 10, Wis 8, Cha 14Base Atk +1; CMB +3; CMD 17Feats Combat Casting, Defensive Combat Training, Eschew Materials, FleetSkills Intimidate +8, Knowledge (arcana) +6, Spellcraft +6Languages CommonCombat Gear potion of cure light wounds (2), potion of mage armor (2), tanglefoot bag (2); Other Gear cloak of resistance +1, masterwork longspear, spear (3), backpack, caltrops (4), hammer, 50 ft. hemp rope, 31 gp, 5 sp

GORVIOMale Chelish human sorcerer 4N Medium humanoidInit +3; Senses Perception -1DEFENSE

AC 14, touch 13, flat-footed 11 (+3 Dex, +1 natural)hp 24 (4d6+8)Fort +3, Ref +5, Will +4Defensive Abilities dragon resistances; Resist fire 5OFFENSE

Speed 35 ft.Melee mwk longspear +5 (1d8+3/x3) or 2 claws +4 (1d4+2)Ranged spear +5 (1d8+2/x3)Spells Known (CL 4th; concentration +6; fire spells deal +1 damage)2nd (4/day) – flaming sphere (DC 14) 1st (7/day) – burning hands (DC 13), mage armor, shield, shocking grasp0 – arcane mark, detect magic, daze (DC 12), flare (DC 12), light, ray of frostBloodline draconic (brass)Space 5 ft.; Reach 5 ft. (10 ft. with longspear)STATISTICS

Str 14, Dex 16, Con 13, Int 10, Wis 8, Cha 14Base Atk +2; CMB +4; CMD 19Feats Combat Casting, Defensive Combat Training, Eschew Materials, FleetSkills Intimidate +9, Knowledge (arcana) +7, Spellcraft +7Languages CommonCombat Gear potion of cure light wounds (2), potion of mage armor (2), tanglefoot bag (2); Other Gear cloak of resistance +1, masterwork longspear, spear (3), backpack, caltrops (4), hammer, 50 ft. hemp rope, 781 gp, 5 sp

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GORVIOMale Chelish human sorcerer 5N Medium humanoidInit +3; Senses Perception -1DEFENSE

AC 14, touch 13, flat-footed 11 (+3 Dex, +1 natural)hp 30 (5d6+10)Fort +5, Ref +5, Will +4Defensive Abilities dragon resistances; Resist fire 5OFFENSE

Speed 35 ft.Melee mwk longspear +5 (1d8+3/x3) or 2 magic claws +4 (1d4+2)Ranged spear +5 (1d8+2/x3)Spells Known (CL 5th; concentration +7; fire spells deal +1 damage)2nd (5/day) – false life, flaming sphere (DC 14), resist energy 1st (7/day) – burning hands (DC 13), mage armor, ray of enfeeblement (DC 13), shield, shocking grasp0 – arcane mark, detect magic, daze (DC 12), flare (DC 12), light, ray of frostBloodline draconic (brass)Space 5 ft.; Reach 5 ft. (10 ft. with longspear)STATISTICS

Str 14, Dex 16, Con 13, Int 10, Wis 8, Cha 14Base Atk +2; CMB +4; CMD 20Feats Combat Casting, Defensive Combat Training, Eschew Materials, Fleet, Great FortitudeSkills Intimidate +10, Knowledge (arcana) +8, Linguistics +1, Spellcraft +7Languages Common, DraconicCombat Gear potion of cure light wounds (2), potion of mage armor (2), tanglefoot bag (2); Other Gear cloak of resistance +1, pearl of power (1st-level), masterwork longspear, spear (3), backpack, caltrops (4), hammer, 50 ft. hemp rope, 831 gp, 5 sp

GORVIOMale Chelish human sorcerer 6N Medium humanoidInit +3; Senses Perception -1DEFENSE

AC 15, touch 14, flat-footed 12 (+1 deflection, +3 Dex, +1 natural)hp 35 (6d6+12)Fort +6, Ref +6, Will +5Defensive Abilities dragon resistances; Resist fire 5OFFENSE

Speed 35 ft.Melee mwk longspear +6 (1d8+3/x3) or 2 magic claws +5 (1d4+2)Ranged spear +6 (1d8+2/x3)Spells Known (CL 6th; concentration +8; fire spells deal +1 damage)3rd (3/day) – fireball (DC 15) 2nd (6/day) – false life, flaming sphere (DC 14), resist energy 1st (7/day) – burning hands (DC 13), mage armor, ray of enfeeblement (DC 13), shield, shocking grasp0 – acid splash, arcane mark, detect magic, daze (DC 12), flare (DC 12), light, ray of frostBloodline draconic (brass)Space 5 ft.; Reach 5 ft. (10 ft. with longspear)STATISTICS

Str 14, Dex 16, Con 13, Int 10, Wis 8, Cha 14Base Atk +3; CMB +5; CMD 21Feats Combat Casting, Defensive Combat Training, Eschew Materials, Fleet, Great FortitudeSkills Intimidate +11, Knowledge (arcana) +9, Linguistics +1, Spellcraft +8Languages Common, DraconicCombat Gear potion of cure light wounds (2), potion of mage armor (2), tanglefoot bag (2); Other Gear cloak of resistance +1, pearl of power (1st-level), ring of protection +1, masterwork longspear, spear (3), backpack, caltrops (4), hammer, 50 ft. hemp rope, 31 gp, 5 sp

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LARKOFAVORED CLASS: Ranger AWAKEND ROLE: The Guard: Larko finds that he does best when defending an area, and is most comfortable keeping an eye on things at the safe house. When out in the field, his training helps keep the PCs’ eyes sharp.LESSER BOON (RANGER 1-3): Larko grants the PCs a +3 bonus on Perception checks to avoid being surprised.GREATER BOON (RANGER 4+): As above, except the PCs gain a +5 bonus.

LARKOMale Garundi human commoner 1N Medium humanoidInit +2; Senses Perception +1DEFENSE

AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)hp 7 (1d6+1)Fort +1, Ref +2, Will +1OFFENSE

Speed 30 ft.Melee battleaxe -3 (1d8+4/x3)Ranged throwing axe -4 (1d6+3/x3) or longbow -4 (1d8/x3)STATISTICS

Str 16, Dex 15, Con 13, Int 8, Wis 12, Cha 10Base Atk +0; CMB +3; CMD 15Feats Alertness, AthleticSkills Climb +7, Perception +3, Sense Motive +3, Swim +7Languages CommonGear battleaxe, handaxe, throwing axe (2), longbow with 20 arrows, chain shirt, backpack, grappling hook, 50 ft. hemp rope, 48 gp

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LARKOMale Garundi human commoner 2N Medium humanoidInit +2; Senses Perception +1DEFENSE

AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)hp 11 (2d6+2)Fort +1, Ref +2, Will +1OFFENSE

Speed 30 ft.Melee battleaxe -2 (1d8+4/x3)Ranged throwing axe -3 (1d6+3/x3) or longbow -3 (1d8/x3)STATISTICS

Str 16, Dex 15, Con 13, Int 8, Wis 12, Cha 10Base Atk +1; CMB +4; CMD 16Feats Alertness, AthleticSkills Climb +8, Perception +3, Sense Motive +3, Swim +8Languages CommonGear battleaxe, handaxe, throwing axe (2), longbow with 20 arrows, chain shirt, backpack, grappling hook, 50 ft. hemp rope, 178 gp

LARKOMale Garundi human commoner 2 / ranger 1N Medium humanoidInit +2; Senses Perception +5DEFENSE

AC 17, touch 13, flat-footed 14 (+4 armor, +2 Dex, +1 dodge)hp 19 (3 HD; 2d6+1d10+4)Fort +3, Ref +4, Will +1OFFENSE

Speed 30 ft.Melee mwk battleaxe +6 (1d8+4/x3)Ranged throwing axe +4 (1d6+3/x3)Special Attacks favored enemy (humans +2)STATISTICS

Str 16, Dex 15, Con 13, Int 8, Wis 12, Cha 10Base Atk +2; CMB +5; CMD 18Feats Alertness, Athletic, DodgeSkills Climb +10, Knowledge (geography) +3, Knowledge (nature) +3, Perception +7, Sense Motive +3, Stealth +5, Survival +5, Swim +10Languages CommonSQ track +1, wild empathy +1Gear masterwork battleaxe, handaxe, throwing axe (2), masterwork chain shirt, backpack, grappling hook, 50 ft. hemp rope, 194 gp

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LARKOMale Garundi human commoner 2 / ranger 2N Medium humanoidInit +3; Senses Perception +6DEFENSE

AC 18, touch 14, flat-footed 14 (+4 armor, +3 Dex, +1 dodge)hp 26 (4 HD; 2d6+2d10+6)Fort +4, Ref +6, Will +1OFFENSE

Speed 30 ft.Melee mwk battleaxe +5 (1d8+3/x3) and handaxe +4 (1d6+1/x3)Ranged throwing axe +6 (1d6+3/x3)Special Attacks favored enemy (humans +2)STATISTICS

Str 16, Dex 16, Con 13, Int 8, Wis 12, Cha 10Base Atk +3; CMB +6; CMD 20Feats Alertness, Athletic, Dodge, Two-Weapon FightingSkills Climb +12, Knowledge (geography) +4, Knowledge (nature) +4, Perception +8, Sense Motive +3, Stealth +8, Survival +6, Swim +12Languages CommonSQ track +1, wild empathy +2Gear masterwork battleaxe, handaxe, throwing axe (2), mithral chain shirt, backpack, grappling hook, 50 ft. hemp rope, 214 gp

LARKOMale Garundi human commoner 1 / ranger 1N Medium humanoidInit +2; Senses Perception +5DEFENSE

AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)hp 14 (2 HD; 1d6+1d10+3)Fort +3, Ref +4, Will +1OFFENSE

Speed 30 ft.Melee battleaxe +4 (1d8+4/x3)Ranged throwing axe +3 (1d6+3/x3)Special Attacks favored enemy (humans +2)STATISTICS

Str 16, Dex 15, Con 13, Int 8, Wis 12, Cha 10Base Atk +1; CMB +4; CMD 16Feats Alertness, AthleticSkills Climb +8, Knowledge (geography) +3, Knowledge (nature) +3, Perception +7, Sense Motive +3, Stealth +4, Survival +5, Swim +8Languages CommonSQ track +1, wild empathy +1Gear battleaxe, handaxe, throwing axe (2), chain shirt, backpack, grappling hook, 50 ft. hemp rope, 254 gp

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LARKOMale Garundi human commoner 1 / ranger 2N Medium humanoidInit +2; Senses Perception +6DEFENSE

AC 17, touch 13, flat-footed 14 (+4 armor, +2 Dex, +1 dodge)hp 22 (3 HD; 1d6+2d10+5)Fort +4, Ref +5, Will +1OFFENSE

Speed 30 ft.Melee mwk battleaxe +4 (1d8+3/x3) and handaxe +3 (1d6+1/x3)Ranged throwing axe +4 (1d6+3/x3)Special Attacks favored enemy (humans +2)STATISTICS

Str 16, Dex 15, Con 13, Int 8, Wis 12, Cha 10Base Atk +2; CMB +5; CMD 18Feats Alertness, Athletic, Dodge, Two-Weapon FightingSkills Climb +10, Knowledge (geography) +4, Knowledge (nature) +4, Perception +8, Sense Motive +3, Stealth +6, Survival +6, Swim +10Languages CommonSQ track +1, wild empathy +2Gear masterwork battleaxe, handaxe, throwing axe (2), masterwork chain shirt, backpack, grappling hook, 50 ft. hemp rope, 194 gp

LARKOMale Garundi human commoner 1 / ranger 3N Medium humanoidInit +3 (+5 urban); Senses Perception +7 (+9 urban)DEFENSE

AC 18, touch 14, flat-footed 14 (+4 armor, +3 Dex, +1 dodge)hp 29 (4 HD; 1d6+3d10+7)Fort +4, Ref +6, Will +2OFFENSE

Speed 30 ft.Melee mwk battleaxe +5 (1d8+3/x3) and handaxe +4 (1d6+1/x3)Ranged throwing axe +6 (1d6+3/x3)Special Attacks favored enemy (humans +2)STATISTICS

Str 16, Dex 16, Con 13, Int 8, Wis 12, Cha 10Base Atk +3; CMB +6; CMD 20Feats Alertness, Athletic, Dodge, Endurance, Two-Weapon FightingSkills Climb +12, Knowledge (geography) +5, Knowledge (nature) +5, Perception +9 (+11 urban), Sense Motive +3, Stealth +9 (+11 urban), Survival +7 (+9 urban), Swim +12Languages CommonSQ favored terrain (urban +2), track +1, wild empathy +2Gear masterwork battleaxe, handaxe, throwing axe (2), mithral chain shirt, backpack, grappling hook, 50 ft. hemp rope, 214 gp

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LARKOMale Garundi human ranger 1N Medium humanoidInit +2; Senses Perception +5DEFENSE

AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)hp 12 (1d10+2)Fort +3, Ref +4, Will +1OFFENSE

Speed 30 ft.Melee battleaxe +4 (1d8+4/x3)Ranged throwing axe +3 (1d6+3/x3)Special Attacks favored enemy (humans +2)STATISTICS

Str 16, Dex 15, Con 13, Int 8, Wis 12, Cha 10Base Atk +1; CMB +4; CMD 16Feats Alertness, AthleticSkills Climb +7, Knowledge (geography) +3, Knowledge (nature) +3, Perception +7, Sense Motive +3, Stealth +4, Survival +5, Swim +7Languages CommonSQ track +1, wild empathy +1Gear battleaxe, handaxe, throwing axe (2), chain shirt, backpack, grappling hook, 50 ft. hemp rope, 254 gp

LARKOMale Garundi human ranger 2N Medium humanoidInit +2; Senses Perception +6DEFENSE

AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)hp 19 (2d10+4)Fort +4, Ref +5, Will +1OFFENSE

Speed 30 ft.Melee mwk battleaxe +4 (1d8+3/x3) and handaxe +3 (1d6+1/x3)Ranged throwing axe +4 (1d6+3/x3)Special Attacks favored enemy (humans +2)STATISTICS

Str 16, Dex 15, Con 13, Int 8, Wis 12, Cha 10Base Atk +2; CMB +5; CMD 17Feats Alertness, Athletic, Two-Weapon FightingSkills Climb +8, Knowledge (geography) +4, Knowledge (nature) +4, Perception +8, Sense Motive +3, Stealth +5, Survival +6, Swim +8Languages CommonSQ track +1, wild empathy +2Gear masterwork battleaxe, handaxe, throwing axe (2), chain shirt, backpack, grappling hook, 50 ft. hemp rope, 344 gp

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LARKOMale Garundi human ranger 3N Medium humanoidInit +2 (+4 urban); Senses Perception +7 (+9 urban)DEFENSE

AC 17, touch 13, flat-footed 14 (+4 armor, +2 Dex, +1 dodge)hp 27 (3d10+6)Fort +4, Ref +5, Will +2OFFENSE

Speed 30 ft.Melee mwk battleaxe +5 (1d8+3/x3) and handaxe +4 (1d6+1/x3)Ranged throwing axe +5 (1d6+3/x3)Special Attacks favored enemy (humans +2)STATISTICS

Str 16, Dex 15, Con 13, Int 8, Wis 12, Cha 10Base Atk +3; CMB +6; CMD 19Feats Alertness, Athletic, Dodge, Endurance, Two-Weapon FightingSkills Climb +11, Knowledge (geography) +5, Knowledge (nature) +5, Perception +9 (+11 urban), Sense Motive +3, Stealth +9 (+11 urban), Survival +7 (+9 urban), Swim +11Languages CommonSQ favored terrain (urban +2), track +1, wild empathy +3Gear masterwork battleaxe, handaxe, throwing axe (2), mithral chain shirt, backpack, grappling hook, 50 ft. hemp rope, 214 gp

LARKOMale Garundi human ranger 4N Medium humanoidInit +3 (+5 urban); Senses Perception +8 (+10 urban)DEFENSE

AC 18, touch 14, flat-footed 14 (+4 armor, +3 Dex, +1 dodge)hp 34 (4d10+8)Fort +5, Ref +7, Will +2OFFENSE

Speed 30 ft.Melee mwk battleaxe +6 (1d8+3/x3) and handaxe +5 (1d6+1/x3)Ranged throwing axe +7 (1d6+3/x3)Special Attacks favored enemy (humans +2)Spells Prepared (CL 1st; concentration +2)1st – alarm STATISTICS

Str 16, Dex 16, Con 13, Int 8, Wis 12, Cha 10Base Atk +4; CMB +7; CMD 21Feats Alertness, Athletic, Dodge, Endurance, Two-Weapon FightingSkills Climb +12, Knowledge (geography) +6, Knowledge (nature) +6, Perception +10 (+12 urban), Sense Motive +3, Stealth +10 (+12 urban), Survival +8 (+10 urban), Swim +12Languages CommonSQ favored terrain (urban +2), hunter’s bond (companions), track +2, wild empathy +4Gear masterwork battleaxe, handaxe, throwing axe (2), mithral chain shirt, backpack, grappling hook, 50 ft. hemp rope, 964 gp

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LARKOMale Garundi human ranger 5N Medium humanoidInit +3 (+5 urban); Senses Perception +9 (+11 urban)DEFENSE

AC 18, touch 14, flat-footed 14 (+4 armor, +3 Dex, +1 dodge)hp 47 (5d10+15)Fort +5, Ref +7, Will +2OFFENSE

Speed 30 ft.Melee +1 battleaxe +7 (1d8+4/x3) and handaxe +6 (1d6+1/x3)Ranged throwing axe +8 (1d6+3/x3)Special Attacks favored enemy (humans +4, evil outsiders +2)Spells Prepared (CL 2nd; concentration +3)1st – alarm, longstriderSTATISTICS

Str 16, Dex 16, Con 13, Int 8, Wis 12, Cha 10Base Atk +5; CMB +8; CMD 22Feats Alertness, Athletic, Dodge, Endurance, Toughness, Two-Weapon FightingSkills Climb +13, Knowledge (geography) +7, Knowledge (nature) +7, Perception +11 (+13 urban), Sense Motive +3, Stealth +11 (+13 urban), Survival +9 (+11 urban), Swim +13Languages CommonSQ favored terrain (urban +2), hunter’s bond (companions), track +2, wild empathy +5Gear +1 battleaxe, handaxe, throwing axe (2), mithral chain shirt, backpack, grappling hook, 50 ft. hemp rope, 14 gp

LARKOMale Garundi human ranger 6N Medium humanoidInit +3 (+5 urban); Senses Perception +10 (+12 urban)DEFENSE

AC 18, touch 14, flat-footed 14 (+4 armor, +3 Dex, +1 dodge)hp 55 (6d10+18)Fort +6, Ref +8, Will +3OFFENSE

Speed 30 ft.Melee +1 battleaxe +8/+3 (1d8+4/x3) and handaxe +7/+2 (1d6+1/x3)Ranged throwing axe +9 (1d6+3/x3)Special Attacks favored enemy (humans +4, evil outsiders +2)Spells Prepared (CL 3rd; concentration +4)1st – alarm, longstriderSTATISTICS

Str 16, Dex 16, Con 13, Int 8, Wis 12, Cha 10Base Atk +6; CMB +9; CMD 23Feats Alertness, Athletic, Dodge, Endurance, Improved Two-Weapon Fighting, Toughness, Two-Weapon FightingSkills Climb +14, Knowledge (geography) +8, Knowledge (nature) +8, Perception +12 (+14 urban), Sense Motive +3, Stealth +12 (+14 urban), Survival +10 (+12 urban), Swim +14Languages CommonSQ favored terrain (urban +2), hunter’s bond (companions), track +3, wild empathy +6Gear +1 battleaxe, handaxe, throwing axe (2), mithral chain shirt, backpack, grappling hook, 50 ft. hemp rope, 14 gp

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MATHALENFAVORED CLASS: Monk AWAKEND ROLE: The Scout: Mathalen has no peer when it comes to moving around the rooftops of Westcrown or sneaking along its alleyways.LESSER BOON (MONK 1-3): Mathalen can scout out the outdoor areas of a location that the PCs are investigating, giving them an outline of the layout, any visible outside threats, or other such material. This should be very basic detail and not always exact, Mathalen is still learning.GREATER BOON (MONK 4+): As above, except Mathalen is more exact with her scouting reports and can give very precise enemy numbers and locations.

Note: Both Mathalen and Tarvi are a bit different than the other NPCs when it comes to boons, giving out information instead of a bonus or re-roll. When using the lesser boon, try to keep the information a bit on the broad side, making them useful but not revealing too much. Only when the greater boon is acquired should they become more effective scouts.

Also, Mathalen’s information should be limited to outdoor areas, Tarvi is the indoor specialist.

MATHALENFemale Chelish human commoner 1LN Medium humanoidInit +3; Senses Perception +6DEFENSE

AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)hp 7 (1d6+1)Fort +1, Ref +3, Will +2OFFENSE

Speed 30 ft.Melee whip -1 (1d3)Ranged sling +3 (1d4)Space 5 ft.; Reach 5 ft. (15 ft. with whip)STATISTICS

Str 10, Dex 16, Con 13, Int 12, Wis 15, Cha 8Base Atk +0; CMB +0; CMD 13Feats Combat Reflexes, Weapon FinesseSkills Acrobatics +4, Escape Artist +4, Perception +6, Stealth +4Languages Chelish, CommonCombat Gear potion of mage armor, tanglefoot bag (3); Other Gear whip, leather armor, sling with 20 bullets, 48 gp, 8 sp

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MATHALENFemale Chelish human commoner 2LN Medium humanoidInit +3; Senses Perception +7DEFENSE

AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)hp 11 (2d6+2)Fort +1, Ref +3, Will +2OFFENSE

Speed 30 ft.Melee whip +0 (1d3)Ranged sling +4 (1d4)Space 5 ft.; Reach 5 ft. (15 ft. with whip)STATISTICS

Str 10, Dex 16, Con 13, Int 12, Wis 15, Cha 8Base Atk +1; CMB +1; CMD 14Feats Combat Reflexes, Weapon Finesse Skills Acrobatics +5, Escape Artist +5, Perception +7, Stealth +5Languages Chelish, CommonCombat Gear potion of mage armor, tanglefoot bag (3); Other Gear whip, leather armor, sling with 20 bullets, 178 gp, 8 sp

MATHALENFemale Chelish human commoner 2 / monk 1LN Medium humanoidInit +3; Senses Perception +8DEFENSE

AC 16, touch 16, flat-footed 12 (+3 Dex, +1 dodge, +2 Wis)hp 18 (3 HD; 2d6+1d8+4)Fort +3, Ref +5, Will +4OFFENSE

Speed 30 ft.Melee mwk whip +5 (1d3) or unarmed strike +4 (1d6) or flurry of blows +3/+3 (1d6)Ranged sling +4 (1d4)Special Attacks flurry of blows, stunning fist 1/day (stun, DC 13)Space 5 ft.; Reach 5 ft. (15 ft. with whip)STATISTICS

Str 10, Dex 16, Con 13, Int 12, Wis 15, Cha 8Base Atk +1; CMB +1; CMD 17Feats Combat Reflexes, Dodge, Exotic Weapon Proficiency (whip), Improved Unarmed Strike, Stunning Fist, Weapon Finesse Skills Acrobatics +9, Escape Artist +9, Perception +8, Sense Motive +7, Stealth +9Languages Chelish, CommonCombat Gear potion of mage armor, tanglefoot bag (3); Other Gear masterwork whip, sling with 20 bullets, 278 gp, 8 sp

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MATHALENFemale Chelish human commoner 2 / monk 2LN Medium humanoidInit +3; Senses Perception +10DEFENSE

AC 18, touch 17, flat-footed 14 (+1 armor, +3 Dex, +1 dodge, +3 Wis)hp 24 (4 HD; 2d6+2d8+6)Fort +4, Ref +6, Will +6Defensive Abilities evasionOFFENSE

Speed 30 ft.Melee mwk whip +6 (1d3) or unarmed strike +5 (1d6) or flurry of blows +4/+4 (1d6)Ranged sling +5 (1d4)Special Attacks flurry of blows, stunning fist 2/day (stun, DC 15)Space 5 ft.; Reach 5 ft. (15 ft. with whip)STATISTICS

Str 10, Dex 16, Con 13, Int 12, Wis 16, Cha 8Base Atk +2; CMB +2; CMD 19Feats Combat Reflexes, Deflect Arrows, Dodge, Exotic Weapon Proficiency (whip), Improved Unarmed Strike, Stunning Fist, Weapon Finesse Skills Acrobatics +10, Escape Artist +10, Perception +10, Sense Motive +9, Stealth +10Languages Chelish, CommonCombat Gear potion of mage armor, tanglefoot bag (3); Other Gear bracers of armor +1, masterwork whip, sling with 20 bullets, 148 gp, 8 sp

MATHALENFemale Chelish human commoner 1 / monk 1LN Medium humanoidInit +3; Senses Perception +7DEFENSE

AC 16, touch 16, flat-footed 12 (+3 Dex, +1 dodge, +2 Wis)hp 13 (2 HD; 1d6+1d8+3)Fort +3, Ref +5, Will +4OFFENSE

Speed 30 ft.Melee whip -1 (1d3) or unarmed strike +3 (1d6) or flurry of blows +2/+2 (1d6)Ranged sling +3 (1d4)Special Attacks flurry of blows, stunning fist 1/day (stun, DC 13)Space 5 ft.; Reach 5 ft. (15 ft. with whip)STATISTICS

Str 10, Dex 16, Con 13, Int 12, Wis 15, Cha 8Base Atk +0; CMB +0; CMD 16Feats Combat Reflexes, Dodge, Improved Unarmed Strike, Stunning Fist, Weapon FinesseSkills Acrobatics +8, Escape Artist +8, Perception +7, Sense Motive +6, Stealth +8Languages Chelish, CommonCombat Gear potion of mage armor, tanglefoot bag (3); Other Gear whip, sling with 20 bullets, 188 gp, 8 sp

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MATHALENFemale Chelish human commoner 1 / monk 2LN Medium humanoidInit +3; Senses Perception +8DEFENSE

AC 16, touch 16, flat-footed 12 (+3 Dex, +1 dodge, +2 Wis)hp 20 (3 HD; 1d6+2d8+5)Fort +4, Ref +6, Will +5Defensive Abilities evasionOFFENSE

Speed 30 ft.Melee whip +5 (1d3) or unarmed strike +4 (1d6) or flurry of blows +3/+3 (1d6)Ranged sling +4 (1d4)Special Attacks flurry of blows, stunning fist 2/day (stun, DC 13)Space 5 ft.; Reach 5 ft. (15 ft. with whip)STATISTICS

Str 10, Dex 16, Con 13, Int 12, Wis 15, Cha 8Base Atk +1; CMB +1; CMD 17Feats Combat Reflexes, Deflect Arrows, Dodge, Exotic Weapon Proficiency (whip), Improved Unarmed Strike, Stunning Fist, Weapon FinesseSkills Acrobatics +9, Escape Artist +9, Perception +8, Sense Motive +7, Stealth +9Languages Chelish, CommonCombat Gear potion of mage armor, tanglefoot bag (3); Other Gear masterwork whip, sling with 20 bullets, 278 gp, 8 sp

MATHALENFemale Chelish human commoner 1 / monk 3LN Medium humanoidInit +3; Senses Perception +10DEFENSE

AC 18, touch 17, flat-footed 14 (+1 armor, +3 Dex, +1 dodge, +3 Wis)hp 26 (4 HD; 1d6+3d8+7)Fort +4, Ref +6, Will +6; +2 vs. enchantmentDefensive Abilities evasion, still mindOFFENSE

Speed 40 ft.Melee whip +6 (1d3) or unarmed strike +5 (1d6) or flurry of blows +4/+4 (1d6)Ranged sling +5 (1d4)Special Attacks flurry of blows, stunning fist 3/day (stun, DC 15)Space 5 ft.; Reach 5 ft. (15 ft. with whip)STATISTICS

Str 10, Dex 16, Con 13, Int 12, Wis 16, Cha 8Base Atk +2; CMB +3; CMD 19Feats Combat Reflexes, Deflect Arrows, Dodge, Exotic Weapon Proficiency (whip), Improved Unarmed Strike, Stunning Fist, Weapon FinesseSkills Acrobatics +10, Escape Artist +10, Perception +10, Sense Motive +9, Stealth +10Languages Chelish, CommonSQ maneuver trainingCombat Gear potion of mage armor, tanglefoot bag (3); Other Gear bracers of armor +1, masterwork whip, sling with 20 bullets, 148 gp, 8 sp

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MATHALENFemale Chelish human monk 1LN Medium humanoidInit +3; Senses Perception +6DEFENSE

AC 16, touch 16, flat-footed 12 (+3 Dex, +1 dodge, +2 Wis)hp 10 (1d8+2)Fort +3, Ref +5, Will +4OFFENSE

Speed 30 ft.Melee whip -1 (1d3) or unarmed strike +3 (1d6) or flurry of blows +2/+2 (1d6)Ranged sling +3 (1d4)Special Attacks flurry of blows, stunning fist 1/day (stun, DC 12)Space 5 ft.; Reach 5 ft. (15 ft. with whip)STATISTICS

Str 10, Dex 16, Con 13, Int 12, Wis 15, Cha 8Base Atk +0; CMB +0; CMD 16Feats Combat Reflexes, Dodge, Improved Unarmed Strike, Stunning Fist, Weapon FinesseSkills Acrobatics +7, Climb +4, Escape Artist +7, Perception +6, Sense Motive +6, Stealth +7Languages Chelish, CommonCombat Gear potion of mage armor, tanglefoot bag (3); Other Gear whip, sling with 20 bullets, 188 gp, 8 sp

MATHALENFemale Chelish human monk 2LN Medium humanoidInit +3; Senses Perception +7DEFENSE

AC 16, touch 16, flat-footed 12 (+3 Dex, +1 dodge, +2 Wis)hp 16 (2d8+4)Fort +4, Ref +6, Will +5Defensive Abilities evasionOFFENSE

Speed 30 ft.Melee mwk whip +1 (1d3) or unarmed strike +4 (1d6) or flurry of blows +3/+3 (1d6)Ranged sling +4 (1d4)Special Attacks flurry of blows, stunning fist 2/day (stun, DC 13)Space 5 ft.; Reach 5 ft. (15 ft. with whip)STATISTICS

Str 10, Dex 16, Con 13, Int 12, Wis 15, Cha 8Base Atk +1; CMB +1; CMD 17Feats Combat Reflexes, Deflect Arrows, Dodge, Improved Unarmed Strike, Stunning Fist, Weapon FinesseSkills Acrobatics +8, Climb +5, Escape Artist +8, Perception +7, Sense Motive +7, Stealth +8Languages Chelish, CommonCombat Gear potion of mage armor, tanglefoot bag (3); Other Gear masterwork whip, sling with 20 bullets, 278 gp, 8 sp

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MATHALENFemale Chelish human monk 3LN Medium humanoidInit +3; Senses Perception +8DEFENSE

AC 17, touch 16, flat-footed 13 (+1 armor, +3 Dex, +1 dodge, +2 Wis)hp 23 (3d8+6)Fort +4, Ref +6, Will +5; +2 vs. enchantmentDefensive Abilities evasion, still mindOFFENSE

Speed 40 ft.Melee mwk whip +6 (1d3) or unarmed strike +5 (1d6) or flurry of blows +4/+4 (1d6)Ranged sling +5 (1d4)Special Attacks flurry of blows, stunning fist 3/day (stun, DC 13)Space 5 ft.; Reach 5 ft. (15 ft. with whip)STATISTICS

Str 10, Dex 16, Con 13, Int 12, Wis 15, Cha 8Base Atk +2; CMB +3; CMD 18Feats Combat Reflexes, Deflect Arrows, Dodge, Exotic Weapon Proficiency (whip), Improved Unarmed Strike, Stunning Fist, Weapon FinesseSkills Acrobatics +9 (+13 if jumping), Climb +6, Escape Artist +9, Perception +8, Sense Motive +8, Stealth +9Languages Chelish, CommonSQ maneuver trainingCombat Gear potion of mage armor, tanglefoot bag (3); Other Gear bracers of armor +1, masterwork whip, sling with 20 bullets, 148 gp, 8 sp

MATHALENFemale Chelish human monk 4LN Medium humanoidInit +3; Senses Perception +10DEFENSE

AC 19, touch 18, flat-footed 15 (+1 armor, +3 Dex, +1 dodge, +1 monk, +3 Wis)hp 29 (4d8+8)Fort +5, Ref +7, Will +7; +2 vs. enchantmentDefensive Abilities evasion, slow fall 20 ft., still mindOFFENSE

Speed 40 ft.Melee mwk whip +7 (1d3) or unarmed strike +6 (1d8) or flurry of blows +5/+5 (1d8)Ranged sling +6 (1d4)Special Attacks flurry of blows, ki pool (5 points), stunning fist 4/day (stun or fatigue, DC 15)Space 5 ft.; Reach 5 ft. (15 ft. with whip)STATISTICS

Str 10, Dex 16, Con 13, Int 12, Wis 16, Cha 8Base Atk +3; CMB +4; CMD 20Feats Combat Reflexes, Deflect Arrows, Dodge, Exotic Weapon Proficiency (whip), Improved Unarmed Strike, Stunning Fist, Weapon FinesseSkills Acrobatics +10 (+14 if jumping), Climb +7, Escape Artist +10, Perception +10, Sense Motive +10, Stealth +10Languages Chelish, CommonSQ maneuver trainingCombat Gear potion of mage armor, potion of cure moderate wounds, tanglefoot bag (3); Other Gear bracers of armor +1, masterwork whip, sling with 20 bullets, 450 gp, 8 sp

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MATHALENFemale Chelish human monk 5LN Medium humanoidInit +3; Senses Perception +11DEFENSE

AC 18, touch 18, flat-footed 14 (+3 Dex, +1 dodge, +1 monk, +3 Wis)hp 36 (5d8+10)Fort +5, Ref +7, Will +7; +2 vs. enchantmentDefensive Abilities evasion, purity of body, slow fall 20 ft., still mindImmune diseaseOFFENSE

Speed 40 ft.Melee mwk whip +7 (1d3) or unarmed strike +6 (1d8) or flurry of blows +6/+6 (1d8)Ranged sling +6 (1d4)Special Attacks flurry of blows, ki pool (5 points), stunning fist 5/day (stun or fatigue, DC 15)Space 5 ft.; Reach 5 ft. (15 ft. with whip)STATISTICS

Str 10, Dex 16, Con 13, Int 12, Wis 16, Cha 8Base Atk +3; CMB +8; CMD 20Feats Agile Maneuvers, Combat Reflexes, Deflect Arrows, Dodge, Exotic Weapon Proficiency (whip), Improved Unarmed Strike, Stunning Fist, Weapon FinesseSkills Acrobatics +11 (+20 if jumping), Climb +8, Escape Artist +11, Perception +11, Sense Motive +11, Stealth +16Languages Chelish, CommonSQ high jump, maneuver trainingCombat Gear potion of mage armor, potion of cure moderate wounds, tanglefoot bag (3); Other Gear cloak of elvenkind, masterwork whip, sling with 20 bullets, 8 sp

MATHALENFemale Chelish human monk 6LN Medium humanoidInit +3; Senses Perception +12DEFENSE

AC 18, touch 18, flat-footed 14 (+3 Dex, +1 dodge, +1 monk, +3 Wis)hp 42 (6d8+12)Fort +6, Ref +8, Will +8; +2 vs. enchantmentDefensive Abilities evasion, purity of body, slow fall 30 ft., still mindImmune diseaseOFFENSE

Speed 50 ft.Melee mwk whip +8 (1d3) or unarmed strike +7 (1d8) or flurry of blows +7/+7/+2 (1d8)Ranged mwk sling +8 (1d4)Special Attacks flurry of blows, ki pool (6 points), stunning fist 6/day (stun or fatigue, DC 16)Space 5 ft.; Reach 5 ft. (15 ft. with whip)STATISTICS

Str 10, Dex 16, Con 13, Int 12, Wis 16, Cha 8Base Atk +4; CMB +9 (+11 trip); CMD 21 (23 vs. trip)Feats Agile Maneuvers, Combat Reflexes, Deflect Arrows, Dodge, Exotic Weapon Proficiency (whip), Improved Trip, Improved Unarmed Strike, Stunning Fist, Weapon FinesseSkills Acrobatics +12 (+26 if jumping), Climb +9, Escape Artist +12, Perception +12, Sense Motive +12, Stealth +17Languages Chelish, CommonSQ high jump, maneuver trainingCombat Gear potion of mage armor, potion of cure moderate wounds (2), tanglefoot bag (3); Other Gear cloak of elvenkind, feather token (whip), masterwork whip, masterwork sling with 20 bullets, 100 gp, 8 sp

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RIZZARDOFAVORED CLASS: Barbarian AWAKEND ROLE: The Shock Trooper: Rizzardo takes his role quite literally. The inconscpicious nature of his bladed scarf allows him to walk quite easily into the midst of his enemies before he reveals the true nature of his weapon and creates havoc.LESSER BOON (BARBARIAN 1-3): Rizzardo grants a PC a +2 bonus to Initiative if they act in the surprise round.GREATER BOON (BARBARIAN 4+): As above, except a +3 bonus.

RIZZARDOMale Varisian human commoner 1CN Medium humanoidInit +1; Senses Perception +4DEFENSE

AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)hp 8 (1d6+2)Fort +2, Ref +1, Will +0OFFENSE

Speed 30 ft.Melee bladed scarf -3 (1d6+4)Ranged longbow -5 (1d8/x3)Space 5 ft.; Reach 5 ft.STATISTICS

Str 17, Dex 13, Con 14, Int 13, Wis 11, Cha 7Base Atk +0; CMB +3 (+5 trip); CMD 14 (16 vs. trip)Feats Combat Expertise, Improved TripSkills Intimidate -1, Perception +4, Survival +1, Swim +5Languages Common, VarisianCombat Gear thunderstone; Other Gear bladed scarf, longbow with 20 arrows, chain shirt, backpack, crowbar, grappling hook, 37 gp

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RIZZARDOMale Varisian human commoner 2CN Medium humanoidInit +1; Senses Perception +5DEFENSE

AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)hp 13 (2d6+4)Fort +2, Ref +1, Will +0OFFENSE

Speed 30 ft.Melee bladed scarf -2 (1d6+4)Ranged longbow -4 (1d8/x3)Space 5 ft.; Reach 5 ft. STATISTICS

Str 17, Dex 13, Con 14, Int 13, Wis 11, Cha 7Base Atk +1; CMB +4 (+6 trip); CMD 15 (17 vs. trip)Feats Combat Expertise, Improved TripSkills Intimidate +0, Perception +5, Survival +2, Swim +7Languages Common, VarisianCombat Gear thunderstone; Other Gear bladed scarf, longbow with 20 arrows, masterwork chain shirt, backpack, crowbar, grappling hook, 17 gp

RIZZARDOMale Varisian human commoner 2 / barbarian 1CN Medium humanoidInit +1; Senses Perception +6DEFENSE

AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)hp 23 (3 HD; 2d6+1d12+7)Fort +4, Ref +1, Will +0OFFENSE

Speed 40 ft.Melee mwk bladed scarf +6 (1d6+4)Ranged longbow +3 (1d8/x3)Special Attacks rage (6 rounds/day)Space 5 ft.; Reach 5 ft. STATISTICS

Str 17, Dex 13, Con 14, Int 13, Wis 11, Cha 7Base Atk +2; CMB +5 (+7 trip); CMD 16 (18 vs. trip)Feats Combat Expertise, Exotic Weapon Proficiency (bladed scarf), Improved TripSkills Acrobatics +5 (+9 if jumping), Intimidate +4, Perception +6, Survival +6, Swim +8Languages Common, VarisianSQ fast movementCombat Gear thunderstone; Other Gear masterwork bladed scarf, longbow with 20 arrows, masterwork chain shirt, backpack, crowbar, grappling hook, 107 gp

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RIZZARDOMale Varisian human commoner 2 / barbarian 2CN Medium humanoidInit +1; Senses Perception +7DEFENSE

AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)hp 32 (4 HD; 2d6+2d12+10)Fort +5, Ref +1, Will +0Defensive Abilities uncanny dodgeOFFENSE

Speed 40 ft.Melee mwk bladed scarf +8 (1d6+6)Ranged longbow +4 (1d8/x3)Special Attacks rage (8 rounds/day), rage powers (intimidating glare)Space 5 ft.; Reach 5 ft.STATISTICS

Str 18, Dex 13, Con 14, Int 13, Wis 11, Cha 7Base Atk +3; CMB +7 (+9 trip); CMD 18 (20 vs. trip)Feats Combat Expertise, Exotic Weapon Proficiency (bladed scarf), Improved TripSkills Acrobatics +8 (+12 if jumping), Intimidate +5, Perception +7, Survival +7, Swim +11Languages Common, VarisianSQ fast movementCombat Gear thunderstone; Other Gear masterwork bladed scarf, longbow with 20 arrows, mithral chain shirt, backpack, crowbar, grappling hook, 127 gp

RIZZARDOMale Varisian human commoner 1 / barbarian 1CN Medium humanoidInit +1; Senses Perception +5DEFENSE

AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)hp 17 (2 HD; 1d6+1d12+5)Fort +4, Ref +1, Will +0OFFENSE

Speed 40 ft.Melee bladed scarf -2 (1d6+4)Ranged longbow -4 (1d8/x3)Special Attacks rage (6 rounds/day)Space 5 ft.; Reach 5 ft.STATISTICS

Str 17, Dex 13, Con 14, Int 13, Wis 11, Cha 7Base Atk +1; CMB +4 (+6 trip); CMD 15 (17 vs. trip)Feats Combat Expertise, Improved TripSkills Acrobatics +5 (+9 if jumping), Intimidate +3, Perception +5, Survival +5, Swim +7Languages Common, VarisianSQ fast movementCombat Gear thunderstone; Other Gear bladed scarf, longbow with 20 arrows, masterwork chain shirt, backpack, crowbar, grappling hook, 17 gp

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RIZZARDOMale Varisian human commoner 1 / barbarian 2CN Medium humanoidInit +1; Senses Perception +6DEFENSE

AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)hp 27 (3 HD; 1d6+2d12+8)Fort +5, Ref +1, Will +0Defensive Abilities uncanny dodgeOFFENSE

Speed 40 ft.Melee mwk bladed scarf +6 (1d6+4)Ranged longbow +3 (1d8/x3)Special Attacks rage (8 rounds/day), rage powers (intimidating glare)Space 5 ft.; Reach 5 ft.STATISTICS

Str 17, Dex 13, Con 14, Int 13, Wis 11, Cha 7Base Atk +2; CMB +5 (+7 trip); CMD 16 (18 vs. trip)Feats Combat Expertise, Exotic Weapon Proficiency (bladed scarf), Improved TripSkills Acrobatics +6 (+10 if jumping), Climb +6, Intimidate +4, Perception +6, Survival +6, Swim +8Languages Common, VarisianSQ fast movementCombat Gear thunderstone; Other Gear masterwork bladed scarf, longbow with 20 arrows, masterwork chain shirt, backpack, crowbar, grappling hook, 107 gp

RIZZARDOMale Varisian human commoner 1 / barbarian 3CN Medium humanoidInit +1; Senses Perception +7DEFENSE

AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)hp 36 (4 HD; 1d6+3d12+11)Fort +5, Ref +2, Will +1Defensive Abilities trap sense +1, uncanny dodgeOFFENSE

Speed 40 ft.Melee mwk bladed scarf +8 (1d6+6)Ranged longbow +4 (1d8/x3)Special Attacks rage (10 rounds/day), rage powers (intimidating glare)Space 5 ft.; Reach 5 ft. STATISTICS

Str 18, Dex 13, Con 14, Int 13, Wis 11, Cha 7Base Atk +3; CMB +7 (+9 trip); CMD 18 (20 vs. trip)Feats Combat Expertise, Exotic Weapon Proficiency (bladed scarf), Improved TripSkills Acrobatics +8 (+12 if jumping), Climb +9, Intimidate +5, Perception +7, Survival +7, Swim +11Languages Common, VarisianSQ fast movementCombat Gear thunderstone; Other Gear masterwork bladed scarf, longbow with 20 arrows, mithral chain shirt, backpack, crowbar, grappling hook, 127 gp

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RIZZARDOMale Varisian human barbarian 1CN Medium humanoidInit +1; Senses Perception +4DEFENSE

AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)hp 15 (1d12+3)Fort +4, Ref +1, Will +0OFFENSE

Speed 40 ft.Melee bladed scarf +4 (1d6+4)Ranged longbow +2 (1d8/x3)Special Attacks rage (6 rounds/day)Space 5 ft.; Reach 5 ft. STATISTICS

Str 17, Dex 13, Con 14, Int 13, Wis 11, Cha 7Base Atk +1; CMB +4; CMD 15Feats Combat Expertise, Exotic Weapon Proficiency (bladed scarf)Skills Acrobatics +4 (+8 if jumping), Climb +6, Intimidate +2, Perception +4, Survival +4, Swim +6Languages Common, VarisianSQ fast movementCombat Gear thunderstone; Other Gear bladed scarf, longbow with 20 arrows, masterwork chain shirt, backpack, crowbar, grappling hook, 17 gp

RIZZARDOMale Varisian human barbarian 2CN Medium humanoidInit +1; Senses Perception +5DEFENSE

AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)hp 24 (2d12+6)Fort +5, Ref +1, Will +0Defensive Abilities uncanny dodgeOFFENSE

Speed 40 ft.Melee mwk bladed scarf +6 (1d6+4)Ranged longbow +3 (1d8/x3)Special Attacks rage (8 rounds/day), rage powers (intimidating glare)Space 5 ft.; Reach 5 ft. STATISTICS

Str 17, Dex 13, Con 14, Int 13, Wis 11, Cha 7Base Atk +2; CMB +5; CMD 16Feats Combat Expertise, Exotic Weapon Proficiency (bladed scarf)Skills Acrobatics +5 (+9 if jumping), Climb +7, Intimidate +3, Perception +5, Survival +5, Swim +7Languages Common, VarisianSQ fast movementCombat Gear thunderstone; Other Gear masterwork bladed scarf, longbow with 20 arrows, masterwork chain shirt, backpack, crowbar, grappling hook, 107 gp

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RIZZARDOMale Varisian human barbarian 3CN Medium humanoidInit +1; Senses Perception +6DEFENSE

AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)hp 34 (3d12+9)Fort +5, Ref +2, Will +1Defensive Abilities trap sense +1, uncanny dodgeOFFENSE

Speed 40 ft.Melee mwk bladed scarf +7 (1d6+4)Ranged longbow +4 (1d8/x3)Special Attacks rage (10 rounds/day), rage powers (intimidating glare)Space 5 ft.; Reach 5 ft. STATISTICS

Str 17, Dex 13, Con 14, Int 13, Wis 11, Cha 7Base Atk +3; CMB +6 (+8 trip); CMD 17 (19 vs. trip)Feats Combat Expertise, Exotic Weapon Proficiency (bladed scarf), Improved TripSkills Acrobatics +7 (+11 if jumping), Climb +9, Intimidate +4, Perception +6, Survival +6, Swim +9Languages Common, VarisianSQ fast movementCombat Gear thunderstone; Other Gear masterwork bladed scarf, longbow with 20 arrows, mithral chain shirt, backpack, crowbar, grappling hook, 127 gp

RIZZARDOMale Varisian human barbarian 4CN Medium humanoidInit +1; Senses Perception +7DEFENSE

AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)hp 43 (4d12+12)Fort +6, Ref +2, Will +1Defensive Abilities trap sense +1, uncanny dodgeOFFENSE

Speed 40 ft.Melee mwk bladed scarf +9 (1d6+6)Ranged longbow +5 (1d8/x3)Special Attacks rage (12 rounds/day), rage powers (intimidating glare, no escape)Space 5 ft.; Reach 5 ft. STATISTICS

Str 18, Dex 13, Con 14, Int 13, Wis 11, Cha 7Base Atk +4; CMB +8 (+10 trip); CMD 19 (21 vs. trip)Feats Combat Expertise, Exotic Weapon Proficiency (bladed scarf), Improved TripSkills Acrobatics +8 (+12 if jumping), Climb +11, Intimidate +5, Perception +7, Survival +7, Swim +11Languages Common, VarisianSQ fast movementCombat Gear thunderstone; Other Gear masterwork bladed scarf, longbow with 20 arrows, mithral chain shirt, backpack, crowbar, grappling hook, 877 gp

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RIZZARDOMale Varisian human barbarian 5CN Medium humanoidInit +1; Senses Perception +8DEFENSE

AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)hp 53 (5d12+15)Fort +7, Ref +3, Will +2Defensive Abilities improved uncanny dodge, trap sense +1, uncanny dodgeOFFENSE

Speed 40 ft.Melee mwk bladed scarf +10 (1d6+6)Ranged longbow +6 (1d8/x3)Special Attacks rage (14 rounds/day), rage powers (intimidating glare, no escape)Space 5 ft.; Reach 5 ft. STATISTICS

Str 18, Dex 13, Con 14, Int 13, Wis 11, Cha 7Base Atk +5; CMB +9 (+11 trip); CMD 20 (22 vs. trip)Feats Combat Expertise, Exotic Weapon Proficiency (bladed scarf), Improved Trip, Intimidating ProwessSkills Acrobatics +9 (+13 if jumping), Climb +12, Intimidate +10, Perception +8, Survival +8, Swim +12Languages Common, VarisianSQ fast movementCombat Gear thunderstone; Other Gear cloak of resistance +1, masterwork bladed scarf, longbow with 20 arrows, mithral chain shirt, backpack, crowbar, grappling hook, 927 gp

RIZZARDOMale Varisian human barbarian 6CN Medium humanoidInit +1; Senses Perception +9DEFENSE

AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)hp 62 (6d12+18)Fort +8, Ref +4, Will +3Defensive Abilities improved uncanny dodge, trap sense +2, uncanny dodgeOFFENSE

Speed 40 ft.Melee +1 bladed scarf +11/+6 (1d6+7)Ranged longbow +7/+2 (1d8/x3)Special Attacks rage (16 rounds/day), rage powers (intimidating glare, no escape, superstition)Space 5 ft.; Reach 5 ft. STATISTICS

Str 18, Dex 13, Con 14, Int 13, Wis 11, Cha 7Base Atk +6; CMB +10 (+12 trip); CMD 21 (23 vs. trip)Feats Combat Expertise, Exotic Weapon Proficiency (bladed scarf), Improved Trip, Intimidating ProwessSkills Acrobatics +10 (+14 if jumping), Climb +13, Intimidate +11, Perception +9, Survival +9, Swim +13Languages Common, VarisianSQ fast movementCombat Gear thunderstone; Other Gear cloak of resistance +1, +1 bladed scarf, longbow with 20 arrows, mithral chain shirt, backpack, crowbar, grappling hook, 127 gp

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SCLAVOFAVORED CLASS: Paladin AWAKEND ROLE: The Face: Sclavo speaks softly but his words carry with them great weight and he is an expert at dealing with people. He finds himself speaking with the majority of Westcrown, secretly comforting civilians who have lost something or assuring others that his group will help them.LESSER BOON (PALADIN 1-3): Sclavo grants the PCs a +2 bonus to all Diplomacy checks.GREATER BOON (PALADIN 4+): As above, except a +3 bonus.

SCLAVOMale Garundi human expert 1LG Medium humanoidInit +0; Senses Perception +0DEFENSE

AC 16, touch 10, flat-footed 16 (+6 armor)hp 9 (1d8+1)Fort +1, Ref +0, Will +2OFFENSE

Speed 20 ft. (30 ft. without armor)Melee greatsword -7 (2d6+3/19-20)STATISTICS

Str 14, Dex 10, Con 13, Int 12, Wis 10, Cha 16Base Atk +0; CMB +2; CMD 12 (22 vs. disarm)Feats Mounted Combat, Skill Focus (diplomacy)Skills Diplomacy +9, Knowledge (nobility) +5, Knowledge (religion) +6, Linguistics +5, Profession (scribe) +4, Ride -1, Sense Motive +4, Spellcraft +5Languages Common, OsirianiGear greatsword, chainmail, locked gauntlet, silver holy symbol of Iomedae, 27 gp

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SCLAVOMale Garundi human expert 2LG Medium humanoidInit +0; Senses Perception +0DEFENSE

AC 16, touch 10, flat-footed 16 (+6 armor)hp 14 (2d8+2)Fort +1, Ref +0, Will +3OFFENSE

Speed 20 ft. (30 ft. without armor)Melee greatsword -6 (2d6+3/19-20)STATISTICS

Str 14, Dex 10, Con 13, Int 12, Wis 10, Cha 16Base Atk +1; CMB +3; CMD 13 (23 vs. disarm)Feats Mounted Combat, Skill Focus (diplomacy)Skills Diplomacy +10, Knowledge (nobility) +6, Knowledge (religion) +7, Linguistics +6, Profession (scribe) +5, Ride +1, Sense Motive +5, Spellcraft +6Languages Common, OsirianiGear greatsword, breastplate, locked gauntlet, silver holy symbol of Iomedae, 107 gp

SCLAVOMale Garundi human expert 2 / paladin 1 (Iomedae)LG Medium humanoidInit +0; Senses Perception +0Aura goodDEFENSE

AC 16, touch 10, flat-footed 16 (+6 armor)hp 21 (3 HD; 2d8+1d10+3)Fort +3, Ref +0, Will +5OFFENSE

Speed 20 ft. (30 ft. without armor)Melee mwk greatsword +5 (2d6+3/19-20)Special Attacks smite evil (1/day, +3 attack, +1 damage)STATISTICS

Str 14, Dex 10, Con 13, Int 12, Wis 10, Cha 16Base Atk +2; CMB +4; CMD 14 (24 vs. disarm)Feats Mounted Combat, Ride-By Attack, Skill Focus (diplomacy)Skills Diplomacy +11, Knowledge (nobility) +7, Knowledge (religion) +7, Linguistics +6, Profession (scribe) +5, Ride +2, Sense Motive +6, Spellcraft +6Languages Common, OsirianiSQ detect evilGear masterwork greatsword, masterwork breastplate, locked gauntlet, silver holy symbol of Iomedae, 47 gp

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SCLAVOMale Garundi human expert 2 / paladin 2 (Iomedae)LG Medium humanoidInit +0; Senses Perception +0Aura goodDEFENSE

AC 16, touch 10, flat-footed 16 (+6 armor)hp 31 (4 HD; 2d8+2d10+8)Fort +8, Ref +3, Will +9Defensive Abilities divine graceOFFENSE

Speed 20 ft. (30 ft. without armor)Melee mwk greatsword +6 (2d6+3/19-20)Special Attacks lay on hands (4/day, 1d6), smite evil (1/day, +3 attack, +2 damage)STATISTICS

Str 14, Dex 10, Con 14, Int 12, Wis 10, Cha 16Base Atk +3; CMB +5; CMD 15 (25 vs. disarm)Feats Mounted Combat, Ride-By Attack, Skill Focus (diplomacy)Skills Diplomacy +12, Knowledge (nobility) +8, Knowledge (religion) +8, Linguistics +6, Profession (scribe) +5, Ride +3, Sense Motive +7, Spellcraft +6Languages Common, OsirianiSQ detect evilCombat Gear wand of bless weapon (25 charges), wand of lesser restoration (25 charges); Other Gear masterwork greatsword, masterwork breastplate, locked gauntlet, silver holy symbol of Iomedae, 167 gp

SCLAVOMale Garundi human expert 1 / paladin 1 (Iomedae)LG Medium humanoidInit +0; Senses Perception +0Aura goodDEFENSE

AC 16, touch 10, flat-footed 16 (+6 armor)hp 15 (2 HD; 1d8+1d10+2)Fort +3, Ref +0, Will +4OFFENSE

Speed 20 ft. (30 ft. without armor)Melee greatsword +3 (2d6+3/19-20)Special Attacks smite evil (1/day, +3 attack, +1 damage)STATISTICS

Str 14, Dex 10, Con 13, Int 12, Wis 10, Cha 16Base Atk +1; CMB +3; CMD 13 (23 vs. disarm)Feats Mounted Combat, Skill Focus (diplomacy)Skills Diplomacy +10, Knowledge (nobility) +6, Knowledge (religion) +6, Linguistics +5, Profession (scribe) +4, Ride +1, Sense Motive +5, Spellcraft +5Languages Common, OsirianiSQ detect evilGear greatsword, breastplate, locked gauntlet, silver holy symbol of Iomedae, 107 gp

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SCLAVOMale Garundi human expert 1 / paladin 2 (Iomedae)LG Medium humanoidInit +0; Senses Perception +0Aura goodDEFENSE

AC 16, touch 10, flat-footed 16 (+6 armor)hp 22 (3 HD; 1d8+2d10+3)Fort +7, Ref +3, Will +8Defensive Abilities divine graceOFFENSE

Speed 20 ft. (30 ft. without armor)Melee mwk greatsword +5 (2d6+3/19-20)Special Attacks lay on hands (4/day, 1d6), smite evil (1/day, +3 attack, +2 damage)STATISTICS

Str 14, Dex 10, Con 13, Int 12, Wis 10, Cha 16Base Atk +2; CMB +4; CMD 14 (24 vs. disarm)Feats Mounted Combat, Ride-By Attack, Skill Focus (diplomacy)Skills Diplomacy +11, Knowledge (nobility) +7, Knowledge (religion) +7, Linguistics +5, Profession (scribe) +4, Ride +3, Sense Motive +6, Spellcraft +5Languages Common, OsirianiSQ detect evilGear masterwork greatsword, masterwork breastplate, locked gauntlet, silver holy symbol of Iomedae, 47 gp

SCLAVOMale Garundi human expert 1 / paladin 3 (Iomedae)LG Medium humanoidInit +0; Senses Perception +0Aura courage (10-ft. radius), goodDEFENSE

AC 16, touch 10, flat-footed 16 (+6 armor)hp 32 (4 HD; 1d8+3d10+8)Fort +8, Ref +4, Will +8Defensive Abilities divine grace, divine health; Immune disease, fearOFFENSE

Speed 20 ft. (30 ft. without armor)Melee mwk greatsword +6 (2d6+3/19-20)Special Attacks lay on hands (4/day, 1d6), smite evil (1/day, +3 attack, +3 damage)STATISTICS

Str 14, Dex 10, Con 14, Int 12, Wis 10, Cha 16Base Atk +3; CMB +5; CMD 15 (25 vs. disarm)Feats Mounted Combat, Ride-By Attack, Skill Focus (diplomacy)Skills Diplomacy +12, Knowledge (nobility) +8, Knowledge (religion) +8, Linguistics +5, Profession (scribe) +4, Ride +4, Sense Motive +7, Spellcraft +5Languages Common, OsirianiSQ detect evil, mercy (shaken)Combat Gear wand of bless weapon (25 charges), wand of lesser restoration (25 charges); Other Gear masterwork greatsword, masterwork breastplate, locked gauntlet, silver holy symbol of Iomedae, 167 gp

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SCLAVOMale Garundi human paladin 1 (Iomedae)LG Medium humanoidInit +0; Senses Perception +0Aura goodDEFENSE

AC 16, touch 10, flat-footed 16 (+6 armor)hp 11 (1d10+1)Fort +3, Ref +0, Will +2OFFENSE

Speed 30 ft.Melee greatsword +3 (2d6+3/19-20)Special Attacks smite evil (1/day, +3 attack, +1 damage)STATISTICS

Str 14, Dex 10, Con 13, Int 12, Wis 10, Cha 16Base Atk +1; CMB +3; CMD 13 (23 vs. disarm)Feats Mounted Combat, Skill Focus (diplomacy)Skills Diplomacy +9, Knowledge (nobility) +5, Knowledge (religion) +5, Ride +0, Sense Motive +4Languages Common, OsirianiSQ detect evilGear greatsword, breastplate, locked gauntlet, silver holy symbol of Iomedae, 107 gp

SCLAVOMale Garundi human paladin 2 (Iomedae)LG Medium humanoidInit +0; Senses Perception +0Aura goodDEFENSE

AC 16, touch 10, flat-footed 16 (+6 armor)hp 17 (2d10+2)Fort +7, Ref +3, Will +6Defensive Abilities divine graceOFFENSE

Speed 30 ft.Melee mwk greatsword +5 (2d6+3/19-20)Special Attacks lay on hands (4/day, 1d6), smite evil (1/day, +3 attack, +2 damage)STATISTICS

Str 14, Dex 10, Con 13, Int 12, Wis 10, Cha 16Base Atk +2; CMB +4; CMD 14 (24 vs. disarm)Feats Mounted Combat, Skill Focus (diplomacy)Skills Diplomacy +10, Knowledge (nobility) +6, Knowledge (religion) +6, Ride +2, Sense Motive +5Languages Common, OsirianiSQ detect evilGear masterwork greatsword, masterwork breastplate, locked gauntlet, silver holy symbol of Iomedae, 47 gp

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SCLAVOMale Garundi human paladin 3 (Iomedae)LG Medium humanoidInit +0; Senses Perception +0Aura courage (10-ft. radius), goodDEFENSE

AC 16, touch 10, flat-footed 16 (+6 armor)hp 24 (3d10+3)Fort +7, Ref +4, Will +6Defensive Abilities divine health, divine grace; Immune disease, fearOFFENSE

Speed 30 ft.Melee mwk greatsword +6 (2d6+3/19-20)Special Attacks lay on hands (4/day, 2d6), smite evil (1/day, +3 attack, +3 damage)STATISTICS

Str 14, Dex 10, Con 13, Int 12, Wis 10, Cha 16Base Atk +3; CMB +5; CMD 15 (25 vs. disarm)Feats Mounted Combat, Ride-By Attack, Skill Focus (diplomacy)Skills Diplomacy +11, Knowledge (nobility) +7, Knowledge (religion) +7, Ride +3, Sense Motive +6Languages Common, OsirianiSQ detect evil, mercy (shaken)Gear masterwork greatsword, masterwork breastplate, locked gauntlet, silver holy symbol of Iomedae, 917 gp

SCLAVOMale Garundi human paladin 4 (Iomedae)LG Medium humanoidInit +0; Senses Perception +0Aura courage (10-ft. radius), goodDEFENSE

AC 17, touch 10, flat-footed 17 (+7 armor)hp 34 (4d10+8)Fort +9, Ref +4, Will +7Defensive Abilities divine health, divine grace; Immune disease, fearOFFENSE

Speed 30 ft.Melee mwk greatsword +7 (2d6+3/19-20)Special Attacks channel positive energy (2d6, DC 15), lay on hands (4/day, 2d6), smite evil (2/day, +3 attack, +4 damage)Spells Prepared (CL 1st; concentration +4)1st – detect the faithful STATISTICS

Str 14, Dex 10, Con 14, Int 12, Wis 10, Cha 16Base Atk +4; CMB +6; CMD 16 (26 vs. disarm)Feats Mounted Combat, Ride-By Attack, Skill Focus (diplomacy)Skills Diplomacy +12, Knowledge (nobility) +8, Knowledge (religion) +8, Ride +4, Sense Motive +7Languages Common, OsirianiSQ detect evil, mercy (shaken)Combat Gear scroll of cure light wounds (4), scroll of eagle’s splendor (2); Other Gear masterwork greatsword, +1 breastplate, locked gauntlet, silver holy symbol of Iomedae, 167 gp

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SCLAVOMale Garundi human paladin 5 (Iomedae)LG Medium humanoidInit +0; Senses Perception +0Aura courage (10-ft. radius), goodDEFENSE

AC 17, touch 10, flat-footed 17 (+7 armor)hp 42 (5d10+10)Fort +10, Ref +5, Will +10Defensive Abilities divine health, divine grace; Immune disease, fearOFFENSE

Speed 30 ft.Melee mwk greatsword +8 (2d6+3/19-20)Special Attacks channel positive energy (3d6, DC 15), lay on hands (4/day, 3d6), smite evil (2/day, +3 attack, +5 damage)Spells Prepared (CL 2nd; concentration +5)1st – bless weapon, detect the faithful STATISTICS

Str 14, Dex 10, Con 14, Int 12, Wis 10, Cha 16Base Atk +5; CMB +7; CMD 17 (27 vs. disarm)Feats Iron Will, Mounted Combat, Ride-By Attack, Skill Focus (diplomacy)Skills Diplomacy +13, Knowledge (nobility) +9, Knowledge (religion) +9, Ride +5, Sense Motive +8Languages Common, OsirianiSQ detect evil, divine bond (heavy horse named “Jingh”), mercy (shaken)Combat Gear scroll of cure light wounds (4), scroll of eagle’s splendor (2); Other Gear masterwork greatsword, +1 breastplate, cloak of resistance +1, locked gauntlet, silver holy symbol of Iomedae, 217 gp

SCLAVOMale Garundi human paladin 5 / inheritor’s crusader 1 (Iomedae)LG Medium humanoidInit +0; Senses Perception +0Aura courage (10-ft. radius), goodDEFENSE

AC 17, touch 10, flat-footed 17 (+7 armor)hp 49 (6d10+12)Fort +11, Ref +6, Will +11Defensive Abilities divine health, divine grace; Immune disease, fearOFFENSE

Speed 30 ft.Melee mwk greatsword +8 (2d6+3/19-20)Special Attacks channel positive energy (3d6, DC 15), lay on hands (4/day, 3d6), smite evil (2/day, +3 attack, +6 damage)Spells Prepared (CL 2nd; concentration +5)1st – bless weapon, detect the faithful STATISTICS

Str 14, Dex 10, Con 14, Int 12, Wis 10, Cha 16Base Atk +6; CMB +8; CMD 18 (28 vs. disarm)Feats Iron Will, Mounted Combat, Ride-By Attack, Skill Focus (diplomacy)Skills Diplomacy +14, Knowledge (nobility) +9, Knowledge (religion) +10, Ride +6, Sense Motive +9Languages Common, OsirianiSQ detect evil, divine bond (heavy horse named “Jingh”), mercy (fatigued, shaken)Combat Gear scroll of cure light wounds (4), scroll of eagle’s splendor (2), wand of lesser restoration (25 charges); Other Gear masterwork greatsword, +1 breastplate, phylactery of faithfulness, cloak of resistance +1, locked gauntlet, silver holy symbol of Iomedae, 42 gp

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JINGHMale horse bonded mount 1N large animalInit +1; Senses low-light vision; Perception +6DEFENSE

AC 14, touch 10, flat-footed 13 (+1 Dex, +4 natural, -1 size)hp 13 (2d8+4)Fort +5, Ref +4, Will +3OFFENSE

Speed 50 ft.Melee bite +3 (1d4+3), 2 hooves -2 (1d6+1)STATISTICS

Str 16, Dex 13, Con 15, Int 6, Wis 12, Cha 6Base Atk +1; CMB +5; CMD 16Feats Iron WillSkills Perception +6SQ link, share spells

JINGHMale horse bonded mount 2N large animalInit +1; Senses low-light vision; Perception +7DEFENSE

AC 15, touch 11, flat-footed 13 (+1 Dex, +1 dodge, +4 natural, -1 size)hp 19 (3d8+6)Fort +5, Ref +4, Will +4OFFENSE

Speed 50 ft.Melee bite +4 (1d4+3), 2 hooves -1 (1d6+1)STATISTICS

Str 16, Dex 13, Con 15, Int 6, Wis 12, Cha 6Base Atk +2; CMB +6; CMD 18Feats Dodge, Iron WillSkills Perception +7SQ link, share spells

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JINGHMale horse bonded mount 3N large animalInit +2; Senses low-light vision; Perception +7DEFENSE

AC 18, touch 12, flat-footed 15 (+2 Dex, +1 dodge, +6 natural, -1 size)hp 19 (3d8+6)Fort +5, Ref +5, Will +4Defensive Abilities evasionOFFENSE

Speed 50 ft.Melee bite +4 (1d4+3), 2 hooves -1 (1d6+1)STATISTICS

Str 17, Dex 14, Con 15, Int 6, Wis 12, Cha 6Base Atk +2; CMB +6; CMD 19Feats Dodge, Iron WillSkills Perception +7SQ link, share spells

JINGHMale horse bonded mount 4N large animalInit +2; Senses low-light vision; Perception +8DEFENSE

AC 18, touch 12, flat-footed 15 (+2 Dex, +1 dodge, +6 natural, -1 size)hp 34 (4d8+16)Fort +8, Ref +6, Will +4Defensive Abilities evasionOFFENSE

Speed 50 ft.Melee bite +6 (1d4+4), 2 hooves +1 (1d6+2)STATISTICS

Str 19, Dex 14, Con 18, Int 6, Wis 12, Cha 6Base Atk +3; CMB +8; CMD 21Feats Dodge, Iron WillSkills Perception +8SQ link, share spells

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JINGHMale horse bonded mount 5N large animalInit +2; Senses low-light vision; Perception +9DEFENSE

AC 18, touch 12, flat-footed 15 (+2 Dex, +1 dodge, +6 natural, -1 size)hp 42 (5d8+20)Fort +8, Ref +6, Will +4Defensive Abilities evasionOFFENSE

Speed 50 ft.Melee bite +6 (1d4+4), 2 hooves +1 (1d6+2)STATISTICS

Str 19, Dex 14, Con 18, Int 6, Wis 12, Cha 6Base Atk +3; CMB +8; CMD 21Feats Dodge, Iron Will, MobilitySkills Perception +9SQ link, share spells

JINGHMale horse bonded mount 6N large animalInit +2; Senses low-light vision; Perception +10DEFENSE

AC 20, touch 12, flat-footed 17 (+2 Dex, +1 dodge, +8 natural, -1 size)hp 51 (6d8+24)Fort +9, Ref +7, Will +5Defensive Abilities evasionOFFENSE

Speed 50 ft.Melee bite +8 (1d4+5), 2 hooves +3 (1d6+2)STATISTICS

Str 20, Dex 15, Con 18, Int 6, Wis 12, Cha 6Base Atk +4; CMB +10; CMD 23Feats Dodge, Iron Will, MobilitySkills Perception +10SQ link, share spells

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TARVIFAVORED CLASS: Wizard AWAKEND ROLE: The Spy: Tarvi mixes her expertise with illusions with a secondary specialty in enchantments, allowing her to disguise herself as a number of people while charming and infiltrating enemy encampments.LESSER BOON (WIZARD 1-3): Tarvi can scout out the first few indoor areas of a location that the PCs are investigating, giving them an outline of the layout, indoor threats, or other such material. This should be very basic detail and not always exact, Tarvi is still inexperienced and does not have many spells.GREATER BOON (WIZARD 4+): As above, except Tarvi is more exact with her reports and can give more precise enemy numbers and locations. In both cases, Tarvi’s information should be limited to the first 2-3 rooms/areas in a building.

Note: Both Mathalen and Tarvi are a bit different than the other NPCs when it comes to boons, giving out information instead of a bonus or re-roll. When using the lesser boon, try to keep the information a bit on the broad side, making them useful but not revealing too much. Only when the greater boon is acquired should they become more effective scouts.

Also, Tarvi’s information should be limited to indoor areas, Mathalen is the indoor specialist.

TARVIFemale Chelish human commoner 1CG Medium humanoidInit +1; Senses Perception +1DEFENSE

AC 11, touch 11, flat-footed 10 (+1 Dex)hp 6 (1d6)Fort +0, Ref +1, Will +1OFFENSE

Speed 30 ft.Melee dagger -5 (1d4-1/19-20)Ranged light crossbow +1 (1d8/19-20)STATISTICS

Str 9, Dex 12, Con 10, Int 17, Wis 12, Cha 14Base Atk +0; CMB -1; CMD 10Feats Combat Casting, Spell Focus (enchantment)Skills Craft (jewelry) +9, Knowledge (arcana) +4, Knowledge (history) +4, Knowledge (local) +4, Knowledge (planes) +4, Spellcraft +4Languages Chelish, Common, Draconic, InfernalGear dagger, light crossbow with 30 bolts, disguise kit, wizard’s spellbook (empty), masterwork artisan’s tools (jewelry), arcane-bonded silver ring (worth 5 gp), 95 gp

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TARVIFemale Chelish human commoner 2CG Medium humanoidInit +1; Senses Perception +1DEFENSE

AC 11, touch 11, flat-footed 10 (+1 Dex)hp 9 (2d6)Fort +0, Ref +1, Will +1OFFENSE

Speed 30 ft.Melee dagger -4 (1d4-1/19-20)Ranged light crossbow +2 (1d8/19-20)STATISTICS

Str 9, Dex 12, Con 10, Int 17, Wis 12, Cha 14Base Atk +1; CMB +0; CMD 11Feats Combat Casting, Spell Focus (enchantment)Skills Craft (jewelry) +10, Knowledge (arcana) +5, Knowledge (history) +5, Knowledge (local) +5, Knowledge (planes) +5, Spellcraft +5Languages Chelish, Common, Draconic, InfernalCombat Gear scroll of mage armor (3); Other Gear dagger, light crossbow with 30 bolts, disguise kit, wizard’s spellbook (empty), masterwork artisan’s tools (jewelry), arcane-bonded silver ring (worth 5 gp), 150 gp

TARVIFemale Chelish human commoner 2 / illusionist 1CG Medium humanoidInit +1; Senses Perception +1DEFENSE

AC 11, touch 11, flat-footed 10 (+1 Dex)hp 13 (3d6)Fort +0, Ref +1, Will +3OFFENSE

Speed 30 ft.Melee dagger +0 (1d4-1/19-20)Ranged light crossbow +2 (1d8/19-20)Special Attacks blinding ray (6/day, +2 ranged touch)Spells Prepared (CL 1st; concentration +4)1st – charm person (DC 16), disguise self, expeditious retreat 0 – daze, detect magic, ghost sound, read magic Specialization illusion; Opposition evocation, necromancySTATISTICS

Str 9, Dex 12, Con 10, Int 17, Wis 12, Cha 14Base Atk +1; CMB +0; CMD 11Feats Combat Casting, Greater Spell Focus (enchantment), Scribe Scroll, Spell Focus (enchantment)Skills Craft (jewelry) +11, Disguise +3, Knowledge (arcana) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (planes) +9, Spellcraft +9Languages Chelish, Common, Draconic, InfernalSQ arcane bond (ring), extended illusions +1Combat Gear potion of cure light wounds (2), scroll of mage armor (3); Other Gear dagger, light crossbow with 30 bolts, disguise kit, wizard’s spellbook (all cantrips and prepared spells plus these 1st-levels [color spray, mage armor, sleep]), masterwork artisan’s tools (jewelry), arcane-bonded silver ring (worth 5 gp), 440 gp

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TARVIFemale Chelish human commoner 2 / illusionist 2CG Medium humanoidInit +1; Senses Perception +1DEFENSE

AC 11, touch 11, flat-footed 10 (+1 Dex)hp 16 (4d6)Fort +0, Ref +1, Will +4OFFENSE

Speed 30 ft.Melee dagger +1 (1d4-1/19-20)Ranged light crossbow +3 (1d8/19-20)Special Attacks blinding ray (7/day, +3 ranged touch)Spells Prepared (CL 2nd; concentration +6)1st – charm person (DC 17) (2), disguise self, expeditious retreat 0 – daze, detect magic, ghost sound, message, read magic Specialization illusion; Opposition evocation, necromancySTATISTICS

Str 9, Dex 12, Con 10, Int 18, Wis 12, Cha 14Base Atk +2; CMB +1; CMD 12Feats Combat Casting, Greater Spell Focus (enchantment), Scribe Scroll, Spell Focus (enchantment)Skills Bluff +6, Craft (jewelry) +13, Disguise +4, Knowledge (arcana) +11, Knowledge (history) +11, Knowledge (local) +11, Knowledge (planes) +11, Spellcraft +11Languages Chelish, Common, Draconic, InfernalSQ arcane bond (ring), extended illusions +1Combat Gear potion of cure light wounds (2), scroll of mage armor (3), wand of false life (10 charges); Other Gear dagger, light crossbow with 30 bolts, disguise kit, wizard’s spellbook (all cantrips and prepared spells plus these 1st-levels [color spray, mage armor, silent image, sleep, ventriloquism]), masterwork artisan’s tools (jewelry), arcane-bonded silver ring (worth 5 gp), 410 gp

TARVIFemale Chelish human commoner 1 / illusionist 1CG Medium humanoidInit +1; Senses Perception +1DEFENSE

AC 11, touch 11, flat-footed 10 (+1 Dex)hp 9 (2d6)Fort +0, Ref +1, Will +3OFFENSE

Speed 30 ft.Melee dagger -1 (1d4-1/19-20)Ranged light crossbow +1 (1d8/19-20)Special Attacks blinding ray (6/day, +1 ranged touch)Spells Prepared (CL 1st; concentration +4)1st – charm person (DC 15), disguise self, expeditious retreat 0 – daze, detect magic, ghost sound, read magic Specialization illusion; Opposition evocation, necromancySTATISTICS

Str 9, Dex 12, Con 10, Int 17, Wis 12, Cha 14Base Atk +0; CMB -1; CMD 10Feats Combat Casting, Scribe Scroll, Spell Focus (enchantment)Skills Craft (jewelry) +10, Disguise +3, Knowledge (arcana) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (planes) +8, Spellcraft +8Languages Chelish, Common, Draconic, InfernalSQ arcane bond (ring), extended illusions +1Combat Gear scroll of mage armor (3); Other Gear dagger, light crossbow with 30 bolts, disguise kit, wizard’s spellbook (all cantrips and prepared spells plus these 1st-levels [color spray, mage armor, sleep]), masterwork artisan’s tools (jewelry), arcane-bonded silver ring (worth 5 gp), 150 gp

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TARVIFemale Chelish human commoner 1 / illusionist 2CG Medium humanoidInit +1; Senses Perception +1DEFENSE

AC 11, touch 11, flat-footed 10 (+1 Dex)hp 13 (3d6)Fort +0, Ref +1, Will +4OFFENSE

Speed 30 ft.Melee dagger +0 (1d4-1/19-20)Ranged light crossbow +2 (1d8/19-20)Special Attacks blinding ray (6/day, +2 ranged touch)Spells Prepared (CL 2nd; concentration +5)1st – charm person (DC 16) (2), disguise self, expeditious retreat 0 – daze, detect magic, ghost sound, message, read magic Specialization illusion; Opposition evocation, necromancySTATISTICS

Str 9, Dex 12, Con 10, Int 17, Wis 12, Cha 14Base Atk +1; CMB +0; CMD 11Feats Combat Casting, Greater Spell Focus (enchantment), Scribe Scroll, Spell Focus (enchantment)Skills Craft (jewelry) +11, Disguise +4, Knowledge (arcana) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (planes) +9, Spellcraft +9Languages Chelish, Common, Draconic, InfernalSQ arcane bond (ring), extended illusions +1Combat Gear potion of cure light wounds (2), scroll of mage armor (3); Other Gear dagger, light crossbow with 30 bolts, disguise kit, wizard’s spellbook (all cantrips and prepared spells plus these 1st-levels [color spray, mage armor, silent image, sleep, ventriloquism]) , masterwork artisan’s tools (jewelry), arcane-bonded silver ring (worth 5 gp), 440 gp

TARVIFemale Chelish human commoner 1 / illusionist 3CG Medium humanoidInit +1; Senses Perception +1DEFENSE

AC 11, touch 11, flat-footed 10 (+1 Dex)hp 16 (4d6)Fort +1, Ref +2, Will +4OFFENSE

Speed 30 ft.Melee dagger +0 (1d4-1/19-20)Ranged light crossbow +2 (1d8/19-20)Special Attacks blinding ray (7/day, +2 ranged touch)Spells Prepared (CL 3rd; concentration +7)2nd – hideous laughter (DC 18) (2), invisibility1st – charm person (DC 17) (2), disguise self, expeditious retreat 0 – daze, detect magic, ghost sound, message, read magic Specialization illusion; Opposition evocation, necromancySTATISTICS

Str 9, Dex 12, Con 10, Int 18, Wis 12, Cha 14Base Atk +1; CMB +0; CMD 11Feats Combat Casting, Greater Spell Focus (enchantment), Scribe Scroll, Spell Focus (enchantment)Skills Bluff +6, Craft (jewelry) +13, Disguise +5, Knowledge (arcana) +11, Knowledge (history) +11, Knowledge (local) +11, Knowledge (planes) +11, Spellcraft +11Languages Chelish, Common, Draconic, InfernalSQ arcane bond (ring), extended illusions +1Combat Gear potion of cure light wounds (2), scroll of mage armor (3), wand of false life (10 charges); Other Gear dagger, light crossbow with 30 bolts, disguise kit, wizard’s spellbook (all cantrips and prepared spells plus these 1st-levels [color spray, mage armor, silent image, sleep, ventriloquism]), masterwork artisan’s tools (jewelry), arcane-bonded silver ring (worth 5 gp), 410 gp

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TARVIFemale Chelish human illusionist 1CG Medium humanoidInit +1; Senses Perception +1DEFENSE

AC 11, touch 11, flat-footed 10 (+1 Dex)hp 6 (1d6)Fort +0, Ref +1, Will +3OFFENSE

Speed 30 ft.Melee dagger -1 (1d4-1/19-20)Ranged light crossbow +1 (1d8/19-20)Special Attacks blinding ray (6/day, +1 ranged touch)Spells Prepared (CL 1st; concentration +4)1st – charm person (DC 15), disguise self, expeditious retreat 0 – daze, detect magic, ghost sound, read magic Specialization illusion; Opposition evocation, necromancySTATISTICS

Str 9, Dex 12, Con 10, Int 17, Wis 12, Cha 14Base Atk +0; CMB -1; CMD 10Feats Combat Casting, Scribe Scroll, Spell Focus (enchantment)Skills Craft (jewelry) +9, Disguise +3, Knowledge (arcana) +7, Knowledge (history) +7, Knowledge (local) +7, Knowledge (planes) +7, Spellcraft +7Languages Chelish, Common, Draconic, InfernalSQ arcane bond (ring), extended illusions +1Combat Gear scroll of mage armor (3); Other Gear dagger, light crossbow with 30 bolts, disguise kit, wizard’s spellbook (all cantrips and prepared spells plus these 1st-levels [color spray, mage armor, sleep]), masterwork artisan’s tools (jewelry), arcane-bonded silver ring (worth 5 gp), 150 gp

TARVIFemale Chelish human illusionist 2CG Medium humanoidInit +1; Senses Perception +1DEFENSE

AC 11, touch 11, flat-footed 10 (+1 Dex)hp 9 (2d6)Fort +0, Ref +1, Will +4OFFENSE

Speed 30 ft.Melee dagger +0 (1d4-1/19-20)Ranged light crossbow +2 (1d8/19-20)Special Attacks blinding ray (6/day, +2 ranged touch)Spells Prepared (CL 2nd; concentration +5)1st – charm person (DC 15) (2), disguise self, expeditious retreat 0 – daze, detect magic, ghost sound, message, read magic Specialization illusion; Opposition evocation, necromancySTATISTICS

Str 9, Dex 12, Con 10, Int 17, Wis 12, Cha 14Base Atk +1; CMB +0; CMD 11Feats Combat Casting, Scribe Scroll, Spell Focus (enchantment)Skills Craft (jewelry) +10, Disguise +4, Knowledge (arcana) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (planes) +8, Spellcraft +8Languages Chelish, Common, Draconic, InfernalSQ arcane bond (ring), extended illusions +1Combat Gear potion of cure light wounds (2), scroll of mage armor (3); Other Gear dagger, light crossbow with 30 bolts, disguise kit, wizard’s spellbook (all cantrips and prepared spells plus these 1st-levels [color spray, mage armor, silent image, sleep, ventriloquism]), masterwork artisan’s tools (jewelry), arcane-bonded silver ring (worth 5 gp), 440 gp

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TARVIFemale Chelish human illusionist 3CG Medium humanoidInit +1; Senses Perception +1DEFENSE

AC 11, touch 11, flat-footed 10 (+1 Dex)hp 13 (3d6)Fort +1, Ref +2, Will +4OFFENSE

Speed 30 ft.Melee dagger +0 (1d4-1/19-20)Ranged light crossbow +2 (1d8/19-20)Special Attacks blinding ray (6/day, +2 ranged touch)Spells Prepared (CL 3rd; concentration +6)2nd – hideous laughter (DC 17) (2), invisibility1st – charm person (DC 16) (2), disguise self, expeditious retreat 0 – daze, detect magic, ghost sound, message, read magic Specialization illusion; Opposition evocation, necromancySTATISTICS

Str 9, Dex 12, Con 10, Int 17, Wis 12, Cha 14Base Atk +1; CMB +0; CMD 11Feats Combat Casting, Greater Spell Focus (enchantment), Scribe Scroll, Spell Focus (enchantment)Skills Craft (jewelry) +11, Disguise +5, Knowledge (arcana) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (planes) +9, Spellcraft +9Languages Chelish, Common, Draconic, InfernalSQ arcane bond (ring), extended illusions +1Combat Gear potion of cure light wounds (2), scroll of mage armor (3), wand of false life (10 charges); Other Gear dagger, light crossbow with 30 bolts, disguise kit, wizard’s spellbook (all cantrips and prepared spells plus these 1st-levels [color spray, mage armor, silent image, sleep, ventriloquism]), masterwork artisan’s tools (jewelry), arcane-bonded silver ring (worth 5 gp), 410 gp

TARVIFemale Chelish human illusionist 4CG Medium humanoidInit +1; Senses Perception +1DEFENSE

AC 11, touch 11, flat-footed 10 (+1 Dex)hp 16 (4d6)Fort +1, Ref +2, Will +5OFFENSE

Speed 30 ft.Melee dagger +1 (1d4-1/19-20)Ranged light crossbow +3 (1d8/19-20)Special Attacks blinding ray (7/day, +3 ranged touch)Spells Prepared (CL 4th; concentration +8)2nd – hidden knowledge, hideous laughter (DC 18), invisibility, raiment of command (DC 16) 1st – charm person (DC 17) (2), disguise self, expeditious retreat, mage armor 0 – daze, detect magic, ghost sound, message, read magic Specialization illusion; Opposition evocation, necromancySTATISTICS

Str 9, Dex 12, Con 10, Int 18, Wis 12, Cha 14Base Atk +2; CMB +1; CMD 12Feats Combat Casting, Greater Spell Focus (enchantment), Scribe Scroll, Spell Focus (enchantment)Skills Bluff +6, Craft (jewelry) +13, Disguise +6, Knowledge (arcana) +11, Knowledge (history) +11, Knowledge (local) +11, Knowledge (planes) +11, Spellcraft +11Languages Chelish, Common, Draconic, InfernalSQ arcane bond (ring), extended illusions +2Combat Gear potion of cure light wounds (2), scroll of mage armor (3), wand of false life (10 charges); Other Gear pearl of power (1st-level), dagger, light crossbow with 30 bolts, disguise kit, wizard’s spellbook (all cantrips and prepared spells plus these 1st-levels [color spray, silent image, sleep, ventriloquism]), masterwork artisan’s tools (jewelry), arcane-bonded silver ring (worth 5 gp), 160 gp

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TARVIFemale Chelish human illusionist 5CG Medium humanoidInit +1; Senses Perception +1DEFENSE

AC 11, touch 11, flat-footed 10 (+1 Dex)hp 20 (5d6)Fort +1, Ref +2, Will +5OFFENSE

Speed 30 ft.Melee dagger +1 (1d4-1/19-20)Ranged light crossbow +3 (1d8/19-20)Special Attacks blinding ray (7/day, +3 ranged touch)Spells Prepared (CL 5th; concentration +9)3rd – charm monster (DC 19), deep slumber, suggestion (DC 19)2nd – hidden knowledge, hideous laughter (DC 18), invisibility, raiment of command (DC 16) 1st – charm person (DC 17) (2), disguise self, expeditious retreat, mage armor 0 – daze, detect magic, ghost sound, message, read magic Specialization illusion; Opposition evocation, necromancySTATISTICS

Str 9, Dex 12, Con 10, Int 18, Wis 12, Cha 14Base Atk +2; CMB +1; CMD 12Feats Combat Casting, Craft Wondrous Item, Greater Spell Focus (enchantment), Scribe Scroll, Skill Focus (bluff), Spell Focus (enchantment)Skills Bluff +10, Craft (jewelry) +14, Disguise +7, Knowledge (arcana) +12, Knowledge (history) +12, Knowledge (local) +12, Knowledge (planes) +12, Spellcraft +12Languages Chelish, Common, Draconic, InfernalSQ arcane bond (ring), extended illusions +2Combat Gear potion of cure light wounds (2), scroll of mage armor (3), wand of disguise self (50 charges), wand of false life (10 charges); Other Gear pearl of power (1st-level), dagger, light crossbow with 30 bolts, disguise kit, wizard’s spellbook (all cantrips and prepared spells plus these 1st-levels [color spray, silent image, sleep, ventriloquism]), masterwork artisan’s tools (jewelry), arcane-bonded silver ring (worth 5 gp)

TARVIFemale Chelish human illusionist 6CG Medium humanoidInit +1; Senses Perception +1DEFENSE

AC 12, touch 12, flat-footed 11 (+1 deflection, +1 Dex)hp 20 (5d6)Fort +2, Ref +3, Will +6OFFENSE

Speed 30 ft.Melee dagger +2 (1d4-1/19-20)Ranged light crossbow +4 (1d8/19-20)Special Attacks blinding ray (7/day, +4 ranged touch)Spells Prepared (CL 5th; concentration +9)3rd – arcane eye, charm monster (DC 19), deep slumber, suggestion (DC 19)2nd – hidden knowledge, hideous laughter (DC 18), invisibility, raiment of command (DC 16) 1st – charm person (DC 17) (2), disguise self, expeditious retreat, mage armor 0 – daze, detect magic, ghost sound, message, read magic Specialization illusion; Opposition evocation, necromancySTATISTICS

Str 9, Dex 12, Con 10, Int 18, Wis 12, Cha 14Base Atk +3; CMB +2; CMD 14Feats Combat Casting, Craft Wondrous Item, Greater Spell Focus (enchantment), Scribe Scroll, Skill Focus (bluff), Spell Focus (enchantment)Skills Bluff +11, Craft (jewelry) +15, Disguise +8, Knowledge (arcana) +13, Knowledge (history) +13, Knowledge (local) +13, Knowledge (planes) +13, Spellcraft +13Languages Chelish, Common, Draconic, InfernalSQ arcane bond (ring), extended illusions +3Combat Gear potion of cure light wounds (2), scroll of mage armor (3), wand of disguise self (50 charges), wand of false life (10 charges); Other Gear pearl of power (1st-level), dagger, light crossbow with 30 bolts, disguise kit, wizard’s spellbook (all cantrips and prepared spells plus these 1st-levels [color spray, silent image, sleep, ventriloquism] and 3rd-levels [major image]), masterwork artisan’s tools (jewelry), arcane-bonded silver ring of protection +1, 200 gp

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VITTIFAVORED CLASS: Druid AWAKEND ROLE: Tunnel Rat: There has never been much nature in Westcrown, leaving Vitti to commune with nature in an unlikely place: the sewers. He tames and trains an alligator that he names Leatherhead to accompany him and grows the most familiar with Westcrown’s underground out of all the NPCs.LESSER BOON (DRUID 1-3): Vitti grants all PCs Favored Terrain +2 when in the sewers, as per the Ranger ability.GREATER BOON (DRUID 4+): As above, except the bonus increases to +3.

VITTIMale Chelish human expert 1N Medium humanoidInit +1; Senses Perception +6DEFENSE

AC 15, touch 11, flat-footed 14 (+2 armor, +1 Dex, +2 shield)hp 14 (1d8+6)Fort +3, Ref +1, Will +4OFFENSE

Speed 30 ft.Melee club +2 (1d6+3)Ranged sling +1 (1d4+2)STATISTICS

Str 14, Dex 12, Con 16, Int 10, Wis 14, Cha 8Base Atk +0; CMB +2; CMD 13Feats Self-Sufficient, ToughnessSkills Handle Animal +3, Heal +8, Knowledge (dungeoneering) +4, Knowledge (nature) +4, Perception +6, Survival +8, Swim +5Languages CommonCombat Gear potion of cure light wounds; Other Gear club, sling with 30 bullets, leather armor, masterwork heavy wooden shield, backpack, hooded lantern, pint flask of oil (3), 34 gp

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VITTIMale Chelish human expert 2N Medium humanoidInit +1; Senses Perception +7DEFENSE

AC 15, touch 11, flat-footed 14 (+2 armor, +1 Dex, +2 shield)hp 21 (2d8+9)Fort +3, Ref +1, Will +5OFFENSE

Speed 30 ft.Melee club +3 (1d6+3)Ranged sling +2 (1d4+2)STATISTICS

Str 14, Dex 12, Con 16, Int 10, Wis 14, Cha 8Base Atk +1; CMB +3; CMD 14Feats Self-Sufficient, ToughnessSkills Handle Animal +4, Heal +9, Knowledge (dungeoneering) +5, Knowledge (nature) +5, Perception +7, Survival +9, Swim +7Languages CommonCombat Gear potion of cure light wounds; Other Gear club, sling with 30 bullets, leather armor, heavy darkwood shield, backpack, hooded lantern, pint flask of oil (3), 64 gp

VITTIMale Chelish human expert 2 / druid 1N Medium humanoidInit +1; Senses Perception +8DEFENSE

AC 15, touch 11, flat-footed 14 (+2 armor, +1 Dex, +2 shield)hp 29 (3d8+12)Fort +5, Ref +1, Will +7OFFENSE

Speed 30 ft.Melee mwk club +4 (1d6+3)Ranged sling +2 (1d4+2)Spells Prepared (CL 1st; concentration +3)1st – produce flame, shillelagh 0 – know direction, light, purify food and drink STATISTICS

Str 14, Dex 12, Con 16, Int 10, Wis 14, Cha 8Base Atk +1; CMB +3; CMD 14Feats Combat Casting, Self-Sufficient, ToughnessSkills Handle Animal +5, Heal +10, Knowledge (dungeoneering) +6, Knowledge (nature) +8, Perception +8, Survival +12, Swim +7Languages Common, DruidicSQ nature bond (alligator companion named “Leatherhead”), nature sense, wild empathy +0Combat Gear potion of cure light wounds; Other Gear masterwork club, sling with 30 bullets, leather armor, heavy darkwood shield, backpack, hooded lantern, pint flask of oil (3), 154 gp

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VITTIMale Chelish human expert 2 / druid 2N Medium humanoidInit +1; Senses Perception +8DEFENSE

AC 15, touch 11, flat-footed 14 (+2 armor, +1 Dex, +2 shield)hp 37 (4d8+16)Fort +6, Ref +1, Will +8OFFENSE

Speed 30 ft.Melee mwk club +5 (1d6+3)Ranged sling +3 (1d4+2)Spells Prepared (CL 2nd; concentration +4)1st – charm animal (DC 13), produce flame, shillelagh 0 – detect poison, know direction, light, purify food and drinkSTATISTICS

Str 15, Dex 12, Con 16, Int 10, Wis 14, Cha 8Base Atk +2; CMB +4; CMD 15Feats Combat Casting, Self-Sufficient, ToughnessSkills Handle Animal +6, Heal +11, Knowledge (dungeoneering) +7, Knowledge (nature) +9, Perception +9, Survival +13, Swim +7Languages Common, DruidicSQ nature bond (alligator companion named “Leatherhead”), nature sense, wild empathy +1, woodland strideCombat Gear potion of cure light wounds; Other Gear pipes of the sewers, masterwork club, sling with 30 bullets, leather armor, heavy darkwood shield, backpack, hooded lantern, pint flask of oil (3)

VITTIMale Chelish human expert 1 / druid 1N Medium humanoidInit +1; Senses Perception +7DEFENSE

AC 15, touch 11, flat-footed 14 (+2 armor, +1 Dex, +2 shield)hp 21 (2d8+9)Fort +5, Ref +1, Will +6OFFENSE

Speed 30 ft.Melee club +2 (1d6+3)Ranged sling +1 (1d4+2)Spells Prepared (CL 1st; concentration +3)1st – produce flame, shillelagh 0 – know direction, light, purify food and drinkSTATISTICS

Str 14, Dex 12, Con 16, Int 10, Wis 14, Cha 8Base Atk +0; CMB +2; CMD 13Feats Self-Sufficient, ToughnessSkills Handle Animal +4, Heal +9, Knowledge (dungeoneering) +5, Knowledge (nature) +7, Perception +7, Survival +11, Swim +6Languages Common, DruidicSQ nature bond (alligator companion named “Leatherhead”), nature sense, wild empathy +0Combat Gear potion of cure light wounds; Other Gear club, sling with 30 bullets, leather armor, heavy darkwood shield, backpack, hooded lantern, pint flask of oil (3), 64 gp

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VITTIMale Chelish human expert 1 / druid 2N Medium humanoidInit +1; Senses Perception +8DEFENSE

AC 15, touch 11, flat-footed 14 (+2 armor, +1 Dex, +2 shield)hp 29 (3d8+12)Fort +6, Ref +1, Will +7OFFENSE

Speed 30 ft.Melee mwk club +4 (1d6+3)Ranged sling +2 (1d4+2)Spells Prepared (CL 2nd; concentration +4)1st – charm animal (DC 13), produce flame, shillelagh 0 – detect poison, know direction, light, purify food and drinkSTATISTICS

Str 14, Dex 12, Con 16, Int 10, Wis 14, Cha 8Base Atk +1; CMB +3; CMD 14Feats Combat Casting, Self-Sufficient, ToughnessSkills Handle Animal +5, Heal +10, Knowledge (dungeoneering) +6, Knowledge (nature) +8, Perception +8, Survival +12, Swim +6Languages Common, DruidicSQ nature bond (alligator companion named “Leatherhead”), nature sense, wild empathy +1, woodland strideCombat Gear potion of cure light wounds; Other Gear masterwork club, sling with 30 bullets, leather armor, heavy darkwood shield, backpack, hooded lantern, pint flask of oil (3), 154 gp

VITTIMale Chelish human expert 1 / druid 3N Medium humanoidInit +1; Senses Perception +9DEFENSE

AC 15, touch 11, flat-footed 14 (+2 armor, +1 Dex, +2 shield)hp 37 (4d8+16)Fort +6, Ref +2, Will +7OFFENSE

Speed 30 ft.Melee mwk club +5 (1d6+3)Ranged sling +3 (1d4+2)Spells Prepared (CL 3rd; concentration +5)2nd – barkskin, wood shape 1st – charm animal (DC 13), produce flame, shillelagh 0 – detect poison, know direction, light, purify food and drinkSTATISTICS

Str 15, Dex 12, Con 16, Int 10, Wis 14, Cha 8Base Atk +2; CMB +4; CMD 15Feats Combat Casting, Self-Sufficient, ToughnessSkills Handle Animal +6, Heal +11, Knowledge (dungeoneering) +7, Knowledge (nature) +9, Perception +9, Survival +13, Swim +6Languages Common, DruidicSQ nature bond (alligator companion named “Leatherhead”), nature sense, trackless step, wild empathy +2, woodland strideCombat Gear potion of cure light wounds; Other Gear pipes of the sewers, masterwork club, sling with 30 bullets, leather armor, heavy darkwood shield, backpack, hooded lantern, pint flask of oil (3)

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VITTIMale Chelish human druid 1N Medium humanoidInit +1; Senses Perception +6DEFENSE

AC 15, touch 11, flat-footed 14 (+2 armor, +1 Dex, +2 shield)hp 14 (1d8+6)Fort +5, Ref +1, Will +4OFFENSE

Speed 30 ft.Melee club +2 (1d6+3)Ranged sling +1 (1d4+2)Spells Prepared (CL 1st; concentration +3)1st – produce flame, shillelagh 0 – know direction, light, purify food and drinkSTATISTICS

Str 14, Dex 12, Con 16, Int 10, Wis 14, Cha 8Base Atk +0; CMB +2; CMD 13Feats Self-Sufficient, ToughnessSkills Handle Animal +3, Heal +8, Knowledge (dungeoneering) +1, Knowledge (nature) +6, Perception +6, Survival +10Languages Common, DruidicSQ nature bond (alligator companion named “Leatherhead”), nature sense, wild empathy +0Combat Gear potion of cure light wounds; Other Gear club, sling with 30 bullets, leather armor, heavy darkwood shield, backpack, hooded lantern, pint flask of oil (3), 64 gp

VITTIMale Chelish human druid 2N Medium humanoidInit +1; Senses Perception +7DEFENSE

AC 15, touch 11, flat-footed 14 (+2 armor, +1 Dex, +2 shield)hp 21 (2d8+9)Fort +6, Ref +1, Will +5OFFENSE

Speed 30 ft.Melee mwk club +4 (1d6+3)Ranged sling +2 (1d4+2)Spells Prepared (CL 2nd; concentration +4)1st – charm animal (DC 13), produce flame, shillelagh 0 – detect poison, know direction, light, purify food and drinkSTATISTICS

Str 14, Dex 12, Con 16, Int 10, Wis 14, Cha 8Base Atk +1; CMB +3; CMD 14Feats Self-Sufficient, ToughnessSkills Handle Animal +4, Heal +9, Knowledge (dungeoneering) +2, Knowledge (nature) +7, Perception +7, Survival +11Languages Common, DruidicSQ nature bond (alligator companion named “Leatherhead”), nature sense, wild empathy +1, woodland strideCombat Gear potion of cure light wounds; Other Gear masterwork club, sling with 30 bullets, leather armor, heavy darkwood shield, backpack, hooded lantern, pint flask of oil (3), 154 gp

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VITTIMale Chelish human druid 3N Medium humanoidInit +1; Senses Perception +8DEFENSE

AC 15, touch 11, flat-footed 14 (+2 armor, +1 Dex, +2 shield)hp 29 (3d8+12)Fort +6, Ref +2, Will +5OFFENSE

Speed 30 ft.Melee mwk club +5 (1d6+3)Ranged sling +3 (1d4+2)Spells Prepared (CL 3rd; concentration +5)2nd – barkskin, wood shape 1st – charm animal (DC 13), produce flame, shillelagh 0 – detect poison, know direction, light, purify food and drinkSTATISTICS

Str 14, Dex 12, Con 16, Int 10, Wis 14, Cha 8Base Atk +2; CMB +4; CMD 15Feats Combat Casting, Self-Sufficient, ToughnessSkills Handle Animal +5, Heal +9, Knowledge (dungeoneering) +3, Knowledge (nature) +8, Perception +8, Perform (wind instruments) +0, Survival +12Languages Common, DruidicSQ nature bond (alligator companion named “Leatherhead”), nature sense, trackless step, wild empathy +2, woodland strideCombat Gear potion of cure light wounds; Other Gear pipes of the sewers, masterwork club, sling with 30 bullets, leather armor, heavy darkwood shield, backpack, hooded lantern, pint flask of oil (3)

VITTIMale Chelish human druid 4N Medium humanoidInit +1; Senses Perception +9DEFENSE

AC 15, touch 11, flat-footed 14 (+2 armor, +1 Dex, +2 shield)hp 37 (4d8+16)Fort +7, Ref +2, Will +6; +4 vs. fey spell-like/supernatural abilities and spells/effects that target plantsDefensive Abilities resist nature’s lureOFFENSE

Speed 30 ft.Melee mwk club +6 (1d6+3)Ranged sling +4 (1d4+2)Special Attacks wild shape 1/day (small/medium animal – beast shape I)Spells Prepared (CL 4th; concentration +6)2nd – barkskin, warp wood, wood shape 1st – charm animal (DC 13), pass without trace, produce flame, shillelagh 0 – detect poison, know direction, light, purify food and drinkSTATISTICS

Str 15, Dex 12, Con 16, Int 10, Wis 14, Cha 8Base Atk +3; CMB +5; CMD 16Feats Combat Casting, Self-Sufficient, ToughnessSkills Handle Animal +6, Heal +10, Knowledge (dungeoneering) +4, Knowledge (nature) +9, Perception +9, Perform (wind instruments) +0, Survival +13Languages Common, DruidicSQ nature bond (alligator companion named “Leatherhead”), nature sense, trackless step, wild empathy +3, woodland strideCombat Gear potion of cure moderate wounds; Other Gear pipes of the sewers, masterwork club, sling with 30 bullets, leather armor, heavy darkwood shield, backpack, hooded lantern, pint flask of oil (3), 374 gp

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VITTIMale Chelish human druid 5N Medium humanoidInit +1; Senses Perception +10DEFENSE

AC 16, touch 11, flat-footed 15 (+2 armor, +1 Dex, +3 shield)hp 46 (5d8+20)Fort +7, Ref +2, Will +6; +4 vs. fey spell-like/supernatural abilities and spells/effects that target plantsDefensive Abilities resist nature’s lureOFFENSE

Speed 30 ft.Melee mwk club +6 (1d6+3)Ranged sling +4 (1d4+2)Special Attacks wild shape 1/day (small/medium animal – beast shape I)Spells Prepared (CL 5th; concentration +7)3rd – stone shape2nd – barkskin, warp wood, wood shape 1st – charm animal (DC 13), pass without trace, produce flame, shillelagh 0 – detect poison, know direction, light, purify food and drinkSTATISTICS

Str 15, Dex 12, Con 16, Int 10, Wis 14, Cha 8Base Atk +3; CMB +5; CMD 16Feats Combat Casting, Natural Spell, Self-Sufficient, ToughnessSkills Handle Animal +7, Heal +11, Knowledge (dungeoneering) +5, Knowledge (nature) +10, Perception +10, Perform (wind instruments) +0, Survival +14Languages Common, DruidicSQ nature bond (alligator companion named “Leatherhead”), nature sense, trackless step, wild empathy +4, woodland strideCombat Gear potion of cure moderate wounds; Other Gear pipes of the sewers, masterwork club, sling with 30 bullets, masterwork leather armor, +1 heavy darkwood shield, backpack, hooded lantern, pint flask of oil (3), 274 gp

VITTIMale Chelish human druid 6N Medium humanoidInit +1; Senses Perception +11DEFENSE

AC 17, touch 11, flat-footed 16 (+3 armor, +1 Dex, +3 shield)hp 54 (6d8+24)Fort +8, Ref +3, Will +7; +4 vs. fey spell-like/supernatural abilities and spells/effects that target plantsDefensive Abilities resist nature’s lureOFFENSE

Speed 30 ft.Melee mwk club +7 (1d6+3)Ranged sling +5 (1d4+2)Special Attacks wild shape 2/day (tiny/small/medium/large animal – beast shape II; small elemental – elemental body I)Spells Prepared (CL 6th; concentration +8)3rd – meld into stone, stone shape2nd – barkskin, summon swarm, warp wood, wood shape 1st – charm animal (DC 13), pass without trace, produce flame, shillelagh 0 – detect poison, know direction, light, purify food and drinkSTATISTICS

Str 15, Dex 12, Con 16, Int 10, Wis 14, Cha 8Base Atk +4; CMB +6; CMD 17Feats Combat Casting, Natural Spell, Self-Sufficient, ToughnessSkills Handle Animal +8, Heal +12, Knowledge (dungeoneering) +6, Knowledge (nature) +11, Perception +11, Perform (wind instruments) +0, Survival +15Languages Common, DruidicSQ nature bond (alligator companion named “Leatherhead”), nature sense, trackless step, wild empathy +5, woodland strideCombat Gear potion of cure moderate wounds (2); Other Gear pipes of the sewers, masterwork club, sling with 30 bullets, +1 leather armor, +1 heavy darkwood shield, backpack, hooded lantern, pint flask of oil (3), 174 gp

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LEATHERHEADMale alligator animal companion 1N small animalInit +2; Senses low-light vision; Perception +1DEFENSE

AC 17, touch 13, flat-footed 15 (+2 Dex, +4 natural, +1 size)hp 13 (2d8+4)Fort +5, Ref +5, Will +1OFFENSE

Speed 20 ft., swim 30 ft.Melee bite +4 (1d6+3)STATISTICS

Str 15, Dex 14, Con 15, Int 1, Wis 12, Cha 2Base Atk +1; CMB +2; CMD 14Feats Skill Focus (stealth)Skills Stealth +13, Swim +14SQ hold breath, link, share spellsTricks guard, heel

LEATHERHEADMale alligator animal companion 2N small animalInit +2; Senses low-light vision; Perception +1DEFENSE

AC 17, touch 13, flat-footed 15 (+2 Dex, +4 natural, +1 size)hp 22 (3d8+9)Fort +5, Ref +5, Will +2OFFENSE

Speed 20 ft., swim 30 ft.Melee bite +5 (1d6+3)STATISTICS

Str 15, Dex 14, Con 15, Int 1, Wis 12, Cha 2Base Atk +2; CMB +3; CMD 15Feats Skill Focus (stealth), ToughnessSkills Stealth +14, Swim +14SQ hold breath, link, share spellsTricks attack, guard, heel

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LEATHERHEADMale alligator animal companion 3N small animalInit +2; Senses low-light vision; Perception +1DEFENSE

AC 19, touch 13, flat-footed 17 (+2 Dex, +6 natural, +1 size)hp 22 (3d8+9)Fort +5, Ref +5, Will +2Defensive Abilities evasionOFFENSE

Speed 20 ft., swim 30 ft.Melee bite +6 (1d6+4)STATISTICS

Str 16, Dex 15, Con 15, Int 1, Wis 12, Cha 2Base Atk +2; CMB +4; CMD 16Feats Skill Focus (stealth), ToughnessSkills Stealth +14, Swim +15SQ hold breath, link, share spellsTricks attack (2), defend, guard, heel

LEATHERHEADMale alligator animal companion 4N medium animalInit +1; Senses low-light vision; Perception +1DEFENSE

AC 17, touch 11, flat-footed 16 (+1 Dex, +6 natural)hp 38 (4d8+20)Fort +8, Ref +5, Will +2Defensive Abilities evasionOFFENSE

Speed 20 ft., swim 30 ft.Melee bite +8 (1d8+5 plus grab) or tail slap +3 (1d12+2)Special Attacks death rollSTATISTICS

Str 20, Dex 13, Con 18, Int 1, Wis 12, Cha 2Base Atk +3; CMB +8 (+12 grapple); CMD 19Feats Skill Focus (stealth), ToughnessSkills Stealth +10, Swim +17SQ hold breath, link, share spells, sprintTricks attack (2), defend, guard, heel

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LEATHERHEADMale alligator animal companion 5N medium animalInit +1; Senses low-light vision; Perception +1DEFENSE

AC 17, touch 11, flat-footed 16 (+1 Dex, +6 natural)hp 47 (5d8+25)Fort +8, Ref +5, Will +2Defensive Abilities evasionOFFENSE

Speed 20 ft., swim 30 ft.Melee bite +8 (2d6+5 plus grab) or tail slap +3 (1d12+2)Special Attacks death rollSTATISTICS

Str 20, Dex 13, Con 18, Int 1, Wis 12, Cha 2Base Atk +3; CMB +8 (+12 grapple); CMD 19Feats Improved Natural Attack (bite), Skill Focus (stealth), ToughnessSkills Stealth +11, Swim +17SQ hold breath, link, share spells, sprintTricks attack (2), defend, guard, heel

LEATHERHEADMale alligator animal companion 6N medium animalInit +2; Senses low-light vision; Perception +1DEFENSE

AC 20, touch 12, flat-footed 18 (+2 Dex, +8 natural)hp 57 (6d8+30)Fort +9, Ref +7, Will +3 (+7 vs. enchantments)Defensive Abilities evasionOFFENSE

Speed 20 ft., swim 30 ft.Melee bite +9 (2d6+5 plus grab) or tail slap +4 (1d12+2)Special Attacks death rollSTATISTICS

Str 21, Dex 14, Con 18, Int 1, Wis 12, Cha 2Base Atk +4; CMB +9 (+13 grapple); CMD 21Feats Improved Natural Attack (bite), Skill Focus (stealth), ToughnessSkills Stealth +13, Swim +17SQ devotion, hold breath, link, share spells, sprintTricks attack (2), defend, down, guard, heel

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YAKOPULIOFAVORED CLASS: Rogue AWAKEND ROLE: The Fence: Yakopulio makes use of her underworld connections to sell a lot of the gains that the PCs come across, often buying many of the items they wish to get rid of.LESSER BOON (ROGUE 1-3): Yakopulio grants PCs a +2 bonus to all Appraise checks.GREATER BOON (ROGUE 4+): As above, except the bonus increases to +3.

YAKOPULIOFemale gnome expert 1CN Small humanoidInit +2; Senses low-light vision; Perception +1DEFENSE

AC 16, touch 13, flat-footed 14 (+3 armor, +2 Dex, +1 size); +4 vs. giantshp 10 (1d8+2)Fort +2, Ref +2, Will +1; +2 vs. illusionsOFFENSE

Speed 20 ft.Melee sap -2 (1d4+1 nonlethal) or short sword -2 (1d4+1/19-20)Ranged hand crossbow -1 (1d4/19-20)Spell-Like Abilities (CL 1st; concentration +3, +1 illusion save DC)1/day – dancing lights, ghost sound, prestidigitation, speak with animalsSTATISTICS

Str 12, Dex 14, Con 14, Int 13, Wis 8, Cha 14Base Atk +0; CMB +0; CMD 12Feats Combat ExpertiseSkills Bluff +6, Intimidate +6, Knowledge (local) +5, Perception +1, Profession (bartender) +5, Sense Motive +3, Sleight of Hand +5, Stealth +9Languages Common, Gnome, SylvanSQ hatred (reptilian, goblinoid)Gear sap, short sword, hand crossbow with 30 bolts, studded leather armor, 121 gp

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YAKOPULIOFemale gnome expert 2CN Small humanoidInit +2; Senses low-light vision; Perception +1DEFENSE

AC 16, touch 13, flat-footed 14 (+3 armor, +2 Dex, +1 size); +4 vs. giantshp 16 (2d8+4)Fort +2, Ref +2, Will +2; +2 vs. illusionsOFFENSE

Speed 20 ft.Melee sap -1 (1d4+1 nonlethal) or short sword -1 (1d4+1/19-20)Ranged hand crossbow +0 (1d4/19-20)Spell-Like Abilities (CL 2nd; concentration +4, +1 illusion save DC)1/day – dancing lights, ghost sound, prestidigitation, speak with animalsSTATISTICS

Str 12, Dex 14, Con 14, Int 13, Wis 8, Cha 14Base Atk +1; CMB +1; CMD 13Feats Combat ExpertiseSkills Bluff +7, Intimidate +7, Knowledge (local) +6, Perception +1, Profession (bartender) +6, Sense Motive +4, Sleight of Hand +7, Stealth +11Languages Common, Gnome, SylvanSQ hatred (reptilian, goblinoid)Gear sap, short sword, hand crossbow with 30 bolts, masterwork studded leather armor, 101 gp

YAKOPULIOFemale gnome expert 2 / rogue 1CN Small humanoidInit +2; Senses low-light vision; Perception +5DEFENSE

AC 18, touch 13, flat-footed 16 (+3 armor, +2 Dex, +2 shield, +1 size); +4 vs. giantshp 23 (3d8+6)Fort +2, Ref +4, Will +2; +2 vs. illusionsOFFENSE

Speed 20 ft.Melee sap +3 (1d4+1 nonlethal) or short sword +3 (1d4+1/19-20)Ranged hand crossbow +4 (1d4/19-20)Special Attacks sneak attack +1d6Spell-Like Abilities (CL 3rd; concentration +5, +1 illusion save DC)1/day – dancing lights, ghost sound, prestidigitation, speak with animalsSTATISTICS

Str 12, Dex 14, Con 14, Int 13, Wis 8, Cha 14Base Atk +1; CMB +1; CMD 13Feats Combat Expertise, Improved FeintSkills Appraise +5, Bluff +8, Disable Device +9, Intimidate +8, Knowledge (local) +7, Perception +5 (+6 to find traps), Profession (bartender) +6, Sense Motive +5, Sleight of Hand +8, Stealth +12, Use Magic Device +6Languages Common, Gnome, SylvanSQ hatred (reptilian, goblinoid), trapfinding +1Combat Gear potion of cure light wounds; Other Gear sap, short sword, hand crossbow with 30 bolts, masterwork studded leather armor, heavy darkwood shield, masterwork thieves’ tools, 84 gp

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YAKOPULIOFemale gnome expert 2 / rogue 2CN Small humanoidInit +2; Senses low-light vision; Perception +6DEFENSE

AC 18, touch 13, flat-footed 16 (+3 armor, +2 Dex, +2 shield, +1 size); +4 vs. giantshp 29 (4d8+8)Fort +2, Ref +5, Will +2; +2 vs. illusionsDefensive Abilities evasionOFFENSE

Speed 20 ft.Melee mwk sap +6 (1d4+1 nonlethal) or mwk short sword +6 (1d4+1/19-20)Ranged hand crossbow +5 (1d4/19-20)Special Attacks sneak attack +1d6Spell-Like Abilities (CL 4th; concentration +6, +1 illusion save DC)1/day – dancing lights, ghost sound, prestidigitation, speak with animalsSTATISTICS

Str 12, Dex 14, Con 14, Int 14, Wis 8, Cha 14Base Atk +2; CMB +2; CMD 14Feats Combat Expertise, Improved Feint, Weapon FinesseSkills Acrobatics +7, Appraise +7, Bluff +9, Disable Device +10, Intimidate +9, Knowledge (local) +9, Perception +6 (+7 to find traps), Profession (bartender) +6, Sense Motive +6, Sleight of Hand +9, Stealth +13, Use Magic Device +7Languages Common, Gnome, SylvanSQ hatred (reptilian, goblinoid), rogue tricks (finesse rogue), trapfinding +1Combat Gear potion of cure light wounds, potion of invisibility; Other Gear masterwork sap, masterwork short sword, hand crossbow with 30 bolts, masterwork studded leather armor, heavy darkwood shield, masterwork thieves’ tools, 54 gp

YAKOPULIOFemale gnome expert 1 / rogue 1CN Small humanoidInit +2; Senses low-light vision; Perception +5DEFENSE

AC 16, touch 13, flat-footed 14 (+3 armor, +2 Dex, +1 size); +4 vs. giantshp 16 (2d8+4)Fort +2, Ref +4, Will +1; +2 vs. illusionsOFFENSE

Speed 20 ft.Melee sap +2 (1d4+1 nonlethal) or short sword +2 (1d4+1/19-20)Ranged hand crossbow +3 (1d4/19-20)Special Attacks sneak attack +1d6Spell-Like Abilities (CL 2nd; concentration +4, +1 illusion save DC)1/day – dancing lights, ghost sound, prestidigitation, speak with animalsSTATISTICS

Str 12, Dex 14, Con 14, Int 13, Wis 8, Cha 14Base Atk +0; CMB +0; CMD 12Feats Combat ExpertiseSkills Appraise +5, Bluff +7, Disable Device +9, Intimidate +7, Knowledge (local) +6, Perception +5 (+6 to find traps), Profession (bartender) +5, Sense Motive +4, Sleight of Hand +7, Stealth +11, Use Magic Device +6Languages Common, Gnome, SylvanSQ hatred (reptilian, goblinoid), trapfinding +1Gear sap, short sword, hand crossbow with 30 bolts, masterwork studded leather armor, masterwork thieves’ tools, 1 gp

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YAKOPULIOFemale gnome expert 1 / rogue 2CN Small humanoidInit +2; Senses low-light vision; Perception +6DEFENSE

AC 18, touch 13, flat-footed 16 (+3 armor, +2 Dex, +2 shield, +1 size); +4 vs. giantshp 23 (3d8+6)Fort +2, Ref +5, Will +1; +2 vs. illusionsDefensive Abilities evasionOFFENSE

Speed 20 ft.Melee sap +4 (1d4+1 nonlethal) or short sword +4 (1d4+1/19-20)Ranged hand crossbow +4 (1d4/19-20)Special Attacks sneak attack +1d6Spell-Like Abilities (CL 3rd; concentration +5, +1 illusion save DC)1/day – dancing lights, ghost sound, prestidigitation, speak with animalsSTATISTICS

Str 12, Dex 14, Con 14, Int 13, Wis 8, Cha 14Base Atk +1; CMB +1; CMD 13Feats Combat Expertise, Improved Feint, Weapon FinesseSkills Appraise +6, Bluff +8, Disable Device +10, Intimidate +8, Knowledge (local) +7, Perception +6 (+7 to find traps), Profession (bartender) +5, Sense Motive +5, Sleight of Hand +8, Stealth +12, Use Magic Device +7Languages Common, Gnome, SylvanSQ hatred (reptilian, goblinoid), rogue tricks (finesse rogue), trapfinding +1Combat Gear potion of cure light wounds; Other Gear sap, short sword, hand crossbow with 30 bolts, masterwork studded leather armor, heavy darkwood shield, masterwork thieves’ tools, 84 gp

YAKOPULIOFemale gnome expert 1 / rogue 3CN Small humanoidInit +2; Senses low-light vision; Perception +7DEFENSE

AC 18, touch 13, flat-footed 16 (+3 armor, +2 Dex, +2 shield, +1 size); +4 vs. giantshp 29 (4d8+8)Fort +3, Ref +5, Will +2; +2 vs. illusionsDefensive Abilities evasion, trap sense +1OFFENSE

Speed 20 ft.Melee mwk sap +6 (1d4+1 nonlethal) or mwk short sword +6 (1d4+1/19-20)Ranged hand crossbow +5 (1d4/19-20)Special Attacks sneak attack +2d6Spell-Like Abilities (CL 4th; concentration +6, +1 illusion save DC)1/day – dancing lights, ghost sound, prestidigitation, speak with animalsSTATISTICS

Str 12, Dex 14, Con 14, Int 14, Wis 8, Cha 14Base Atk +2; CMB +2; CMD 14Feats Combat Expertise, Improved Feint, Weapon FinesseSkills Acrobatics +8, Appraise +8, Bluff +9, Disable Device +11, Intimidate +9, Knowledge (local) +9, Perception +7 (+8 to find traps), Profession (bartender) +5, Sense Motive +6, Sleight of Hand +9, Stealth +13, Use Magic Device +8Languages Common, Gnome, SylvanSQ hatred (reptilian, goblinoid), rogue tricks (finesse rogue), trapfinding +1Combat Gear potion of cure light wounds, potion of invisibility; Other Gear masterwork sap, masterwork short sword, hand crossbow with 30 bolts, masterwork studded leather armor, heavy darkwood shield, masterwork thieves’ tools, 54 gp

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YAKOPULIOFemale gnome rogue 1CN Small humanoidInit +2; Senses low-light vision; Perception +5DEFENSE

AC 16, touch 13, flat-footed 14 (+3 armor, +2 Dex, +1 size); +4 vs. giantshp 10 (1d8+2)Fort +2, Ref +4, Will -1; +2 vs. illusionsOFFENSE

Speed 20 ft.Melee sap +2 (1d4+1 nonlethal) or short sword +2 (1d4+1/19-20)Ranged hand crossbow +3 (1d4/19-20)Special Attacks sneak attack +1d6Spell-Like Abilities (CL 1st; concentration +3, +1 illusion save DC)1/day – dancing lights, ghost sound, prestidigitation, speak with animalsSTATISTICS

Str 12, Dex 14, Con 14, Int 13, Wis 8, Cha 14Base Atk +0; CMB +0; CMD 12Feats Combat ExpertiseSkills Appraise +5, Bluff +6, Disable Device +9, Intimidate +6, Knowledge (local) +5, Perception +5 (+6 to find traps), Sense Motive +3, Sleight of Hand +6, Stealth +10, Use Magic Device +6Languages Common, Gnome, SylvanSQ hatred (reptilian, goblinoid), trapfinding +1Gear sap, short sword, hand crossbow with 30 bolts, masterwork studded leather armor, masterwork thieves’ tools, 1 gp

YAKOPULIOFemale gnome rogue 2CN Small humanoidInit +2; Senses low-light vision; Perception +6DEFENSE

AC 18, touch 13, flat-footed 16 (+3 armor, +2 Dex, +2 shield, +1 size); +4 vs. giantshp 16 (2d8+4)Fort +2, Ref +5, Will -1; +2 vs. illusionsDefensive Abilities evasionOFFENSE

Speed 20 ft.Melee sap +4 (1d4+1 nonlethal) or short sword +4 (1d4+1/19-20)Ranged hand crossbow +4 (1d4/19-20)Special Attacks sneak attack +1d6Spell-Like Abilities (CL 2nd; concentration +4, +1 illusion save DC)1/day – dancing lights, ghost sound, prestidigitation, speak with animalsSTATISTICS

Str 12, Dex 14, Con 14, Int 13, Wis 8, Cha 14Base Atk +1; CMB +1; CMD 13Feats Combat Expertise, Weapon FinesseSkills Appraise +6, Bluff +7, Disable Device +10, Intimidate +7, Knowledge (local) +6, Perception +6 (+7 to find traps), Sense Motive +4, Sleight of Hand +7, Stealth +11, Use Magic Device +7Languages Common, Gnome, SylvanSQ hatred (reptilian, goblinoid), rogue talents (finesse rogue), trapfinding +1Combat Gear potion of cure light wounds; Other Gear sap, short sword, hand crossbow with 30 bolts, masterwork studded leather armor, heavy darkwood shield, masterwork thieves’ tools, 84 gp

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YAKOPULIOFemale gnome rogue 3CN Small humanoidInit +2; Senses low-light vision; Perception +7DEFENSE

AC 18, touch 13, flat-footed 16 (+3 armor, +2 Dex, +2 shield, +1 size); +4 vs. giantshp 23 (3d8+6)Fort +3, Ref +5, Will +0; +2 vs. illusionsDefensive Abilities evasion, trap sense +1OFFENSE

Speed 20 ft.Melee mwk sap +6 (1d4+1 nonlethal) or mwk short sword +6 (1d4+1/19-20)Ranged hand crossbow +5 (1d4/19-20)Special Attacks sneak attack +2d6Spell-Like Abilities (CL 3rd; concentration +5, +1 illusion save DC)1/day – dancing lights, ghost sound, prestidigitation, speak with animalsSTATISTICS

Str 12, Dex 14, Con 14, Int 13, Wis 8, Cha 14Base Atk +2; CMB +2; CMD 14Feats Combat Expertise, Improved Feint, Weapon FinesseSkills Appraise +7, Bluff +8, Disable Device +11, Intimidate +8, Knowledge (local) +7, Perception +7 (+8 to find traps), Sense Motive +5, Sleight of Hand +8, Stealth +12, Use Magic Device +8Languages Common, Gnome, SylvanSQ hatred (reptilian, goblinoid), rogue talents (finesse rogue), trapfinding +1Combat Gear potion of cure light wounds, potion of invisibility; Other Gear masterwork sap, masterwork short sword, hand crossbow with 30 bolts, masterwork studded leather armor, heavy darkwood shield, masterwork thieves’ tools, 54 gp

YAKOPULIOFemale gnome rogue 4CN Small humanoidInit +6; Senses low-light vision; Perception +8DEFENSE

AC 18, touch 13, flat-footed 16 (+3 armor, +2 Dex, +2 shield, +1 size); +4 vs. giantshp 29 (4d8+8)Fort +3, Ref +6, Will +0; +2 vs. illusionsDefensive Abilities evasion, trap sense +1, uncanny dodgeOFFENSE

Speed 20 ft.Melee mwk sap +7 (1d4+1 nonlethal) or mwk short sword +7 (1d4+1/19-20)Ranged mwk hand crossbow +7 (1d4/19-20)Special Attacks sneak attack +2d6Spell-Like Abilities (CL 4th; concentration +6, +1 illusion save DC)1/day – dancing lights, ghost sound, prestidigitation, speak with animalsSTATISTICS

Str 12, Dex 14, Con 14, Int 14, Wis 8, Cha 14Base Atk +3; CMB +3; CMD 15Feats Combat Expertise, Improved Feint, Improved Initiative, Weapon FinesseSkills Acrobatics +9 (+5 if jumping), Appraise +9, Bluff +9, Disable Device +13, Intimidate +9, Knowledge (local) +9, Perception +8 (+10 to find traps), Sense Motive +6, Sleight of Hand +9, Stealth +13, Use Magic Device +9Languages Common, Gnome, SylvanSQ hatred (reptilian, goblinoid), rogue talents (combat trick, finesse rogue), trapfinding +2Combat Gear potion of cure light wounds, potion of invisibility, wand of identify (30 charges); Other Gear masterwork sap, masterwork short sword, masterwork hand crossbow with 30 bolts, masterwork studded leather armor, heavy darkwood shield, masterwork thieves’ tools, merchant’s scale, 52 gp

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YAKOPULIOFemale gnome rogue 5CN Small humanoidInit +6; Senses low-light vision; Perception +9DEFENSE

AC 19, touch 13, flat-footed 17 (+4 armor, +2 Dex, +2 shield, +1 size); +4 vs. giantshp 36 (5d8+10)Fort +3, Ref +6, Will +0; +2 vs. illusionsDefensive Abilities evasion, trap sense +1, uncanny dodgeOFFENSE

Speed 20 ft.Melee mwk sap +7 (1d4+1 nonlethal) or mwk short sword +7 (1d4+1/19-20)Ranged mwk hand crossbow +7 (1d4/19-20)Special Attacks sneak attack +3d6Spell-Like Abilities (CL 5th; concentration +7, +1 illusion save DC)1/day – dancing lights, ghost sound, prestidigitation, speak with animalsSTATISTICS

Str 12, Dex 14, Con 14, Int 14, Wis 8, Cha 14Base Atk +3; CMB +3; CMD 15Feats Combat Expertise, Improved Feint, Improved Initiative, Skill Focus (bluff), Weapon FinesseSkills Acrobatics +10 (+6 if jumping), Appraise +10, Bluff +13, Disable Device +14, Intimidate +10, Knowledge (local) +10, Perception +9 (+11 to find traps), Sense Motive +7, Sleight of Hand +10, Stealth +14, Use Magic Device +10Languages Common, Gnome, SylvanSQ hatred (reptilian, goblinoid), rogue talents (combat trick, finesse rogue), trapfinding +2Combat Gear potion of cure light wounds, potion of invisibility, wand of identify (30 charges); Other Gear masterwork sap, masterwork short sword, hand crossbow with 30 bolts, +1 studded leather armor, heavy darkwood shield, masterwork thieves’ tools, merchant’s scale, 102 gp

YAKOPULIOFemale gnome rogue 6CN Small humanoidInit +6; Senses low-light vision; Perception +10DEFENSE

AC 19, touch 13, flat-footed 17 (+4 armor, +2 Dex, +2 shield, +1 size); +4 vs. giantshp 42 (6d8+12)Fort +5, Ref +8, Will +2; +2 vs. illusionsDefensive Abilities evasion, trap sense +2, uncanny dodgeOFFENSE

Speed 20 ft.Melee mwk sap +8 (1d4+1 nonlethal) or mwk short sword +8 (1d4+1/19-20)Ranged mwk hand crossbow +8 (1d4/19-20)Special Attacks sneak attack +3d6Spell-Like Abilities (CL 6th; concentration +8, +1 illusion save DC)1/day – dancing lights, ghost sound, prestidigitation, speak with animalsSTATISTICS

Str 12, Dex 14, Con 14, Int 14, Wis 8, Cha 14Base Atk +4; CMB +4; CMD 16Feats Combat Expertise, Improved Feint, Improved Initiative, Skill Focus (bluff), Weapon FinesseSkills Acrobatics +11, Appraise +11, Bluff +14, Disable Device +16, Intimidate +11, Knowledge (local) +11, Perception +10 (+13 to find traps), Sense Motive +8, Sleight of Hand +11, Stealth +15, Use Magic Device +11Languages Common, Gnome, SylvanSQ hatred (reptilian, goblinoid), rogue talents (combat trick, finesse rogue, quick disable), trapfinding +3Combat Gear potion of cure light wounds, potion of invisibility, wand of identify (30 charges); Other Gear masterwork sap, masterwork short sword, hand crossbow with 30 bolts, +1 studded leather armor, cloak of resistance +1, heavy darkwood shield, masterwork thieves’ tools, merchant’s scale, 302 gp

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JANIVENFemale human ranger 3CG Medium humanoidInit +2 (+4 urban); Senses Perception +9 (+11 urban)DEFENSE

AC 17, touch 13, flat-footed 14 (+4 armor, +2 Dex, +1 dodge)hp 24 (3d10+3)Fort +4, Ref +5, Will +2OFFENSE

Speed 35 ft.Melee mwk longsword +4 (1d8/19-20)Ranged mwk longbow +6 (1d8/x3)Special Attacks favored enemy (human +2)STATISTICS

Str 10, Dex 15, Con 12, Int 10, Wis 13, Cha 14Base Atk +3; CMB +3; CMD 16Feats Alertness, Dodge, Endurance, Fleet, Precise ShotSkills Diplomacy +3, Handle Animal +6, Heal +5, Intimidate +6, Knowledge (history) +1, Knowledge (local) +3, Knowledge (nature) +4, Perception +9 (+11 urban), Ride +5, Sense Motive +5, Stealth +7 (+9 urban), Survival +7 (+9 urban), Swim +3Languages CommonSQ favored terrain (urban +2), track +1, wild empathy +5Combat Gear potion of cure light wounds; Other Gear masterwork chain shirt, masterwork longsword, masterwork longbow with 20 arrows, sunrod, 35 gp

JANIVENFemale human ranger 4CG Medium humanoidInit +3 (+5 urban); Senses Perception +10 (+12 urban)DEFENSE

AC 18, touch 14, flat-footed 14 (+4 armor, +3 Dex, +1 dodge)hp 30 (4d10+4)Fort +6, Ref +8, Will +3OFFENSE

Speed 35 ft.Melee mwk longsword +5 (1d8/19-20)Ranged mwk longbow +8 (1d8/x3)Special Attacks favored enemy (human +2)Spells Prepared (CL 1st; concentration +2)1st – pass without trace STATISTICS

Str 10, Dex 16, Con 12, Int 10, Wis 13, Cha 14Base Atk +4; CMB +4; CMD 18Feats Alertness, Dodge, Endurance, Fleet, Precise ShotSkills Diplomacy +3, Handle Animal +6, Heal +5, Intimidate +7, Knowledge (history) +1, Knowledge (local) +4, Knowledge (nature) +4, Perception +10 (+12 urban), Ride +6, Sense Motive +7, Stealth +9 (+11 urban), Survival +8 (+10 urban), Swim +4Languages CommonSQ favored terrain (urban +2), hunter’s bond (companions), track +2, wild empathy +6Combat Gear potion of cure light wounds; Other Gear dust of tracelessness, sentinel scorpion (2), cloak of resistance +1, masterwork chain shirt, masterwork longsword, masterwork longbow with 20 arrows, sunrod, 22 gp

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JANIVENFemale human ranger 5CG Medium humanoidInit +3 (+5 urban); Senses Perception +11 (+13 urban)DEFENSE

AC 18, touch 14, flat-footed 14 (+4 armor, +3 Dex, +1 dodge)hp 38 (5d10+6)Fort +6, Ref +8, Will +3OFFENSE

Speed 35 ft.Melee mwk longsword +6 (1d8/19-20)Ranged mwk longbow +9 (1d8/x3)Special Attacks favored enemy (aberration +2, human +4)Spells Prepared (CL 2nd; concentration +3)1st – alarm, pass without trace STATISTICS

Str 10, Dex 16, Con 12, Int 10, Wis 13, Cha 14Base Atk +5; CMB +5; CMD 19Feats Alertness, Deadly Aim, Dodge, Endurance, Fleet, Precise ShotSkills Diplomacy +3, Handle Animal +6, Heal +5, Intimidate +8, Knowledge (history) +1, Knowledge (local) +5, Knowledge (nature) +4, Perception +11 (+13 urban), Ride +6, Sense Motive +8, Stealth +10 (+12 urban), Survival +9 (+11 urban), Swim +5Languages CommonSQ favored terrain (urban +2), hunter’s bond (companions), track +2, wild empathy +7Combat Gear potion of cure light wounds; Other Gear dust of tracelessness, sentinel scorpion (2), cloak of resistance +1, masterwork chain shirt, masterwork longsword, masterwork longbow with 20 arrows, sunrod, 100 pp, 72 gp

JANIVENFemale human ranger 6CG Medium humanoidInit +3 (+5 urban); Senses Perception +12 (+14 urban)DEFENSE

AC 18, touch 14, flat-footed 14 (+4 armor, +3 Dex, +1 dodge)hp 45 (6d10+8)Fort +7, Ref +9, Will +4OFFENSE

Speed 35 ft.Melee mwk longsword +7/+2 (1d8/19-20)Ranged +1 longbow +10/+5 (1d8+1/x3)Special Attacks favored enemy (aberration +2, human +4)Spells Prepared (CL 3rd; concentration +4)1st – alarm, pass without trace STATISTICS

Str 10, Dex 16, Con 12, Int 10, Wis 13, Cha 14Base Atk +6; CMB +6; CMD 20Feats Alertness, Deadly Aim, Dodge, Endurance, Fleet, Improved Precise Shot, Precise ShotSkills Diplomacy +3, Handle Animal +6, Heal +5, Intimidate +9, Knowledge (history) +1, Knowledge (local) +6, Knowledge (nature) +4, Perception +12 (+14 urban), Ride +6, Sense Motive +9, Stealth +11 (+13 urban), Survival +10 (+12 urban), Swim +6Languages CommonSQ favored terrain (urban +2), hunter’s bond (companions), track +3, wild empathy +8Combat Gear potion of cure light wounds; Other Gear dust of tracelessness, sentinel scorpion (2), cloak of resistance +1, masterwork chain shirt, masterwork longsword, +1 longbow with 20 arrows, sunrod, 272 gp

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JANIVENFemale human ranger 7CG Medium humanoidInit +3 (+5 urban); Senses Perception +13 (+15 urban)DEFENSE

AC 19, touch 14, flat-footed 15 (+5 armor, +3 Dex, +1 dodge)hp 53 (7d10+10)Fort +7, Ref +9, Will +4OFFENSE

Speed 35 ft.; woodland strideMelee mwk longsword +8/+3 (1d8/19-20)Ranged +1 longbow +12/+7 (1d8+1/x3)Special Attacks favored enemy (aberration +2, human +4)Spells Prepared (CL 4th; concentration +5)1st – alarm, pass without trace STATISTICS

Str 10, Dex 16, Con 12, Int 10, Wis 13, Cha 14Base Atk +7; CMB +7; CMD 21Feats Alertness, Deadly Aim, Dodge, Endurance, Fleet, Improved Precise Shot, Precise Shot, Weapon Focus (longbow)Skills Diplomacy +3, Handle Animal +6, Heal +5, Intimidate +10, Knowledge (history) +1, Knowledge (local) +7, Knowledge (nature) +4, Perception +13 (+15 urban), Ride +6, Sense Motive +10, Stealth +12 (+14 urban), Survival +11 (+13 urban), Swim +7Languages CommonSQ favored terrain (urban +2), hunter’s bond (companions), track +3, wild empathy +9, woodland strideCombat Gear potion of cure light wounds; Other Gear dust of tracelessness, sentinel scorpion (2), cloak of resistance +1, +1 chain shirt, masterwork longsword, +1 longbow with 20 arrows, sunrod, 522 gp

JANIVENFemale human ranger 8CG Medium humanoidInit +3 (+7 urban); Senses Perception +15 (+19 urban)DEFENSE

AC 19, touch 14, flat-footed 15 (+5 armor, +3 Dex, +1 dodge)hp 60 (8d10+12)Fort +8, Ref +10, Will +5OFFENSE

Speed 35 ft.; woodland strideMelee mwk longsword +9/+4 (1d8/19-20)Ranged +1 longbow +13/+8 (1d8+1/x3)Special Attacks favored enemy (aberration +2, human +4)Spells Prepared (CL 5th; concentration +7)2nd – cure light wounds, snare 1st – alarm, pass without trace STATISTICS

Str 10, Dex 16, Con 12, Int 10, Wis 14, Cha 14Base Atk +8; CMB +8; CMD 22Feats Alertness, Deadly Aim, Dodge, Endurance, Fleet, Improved Precise Shot, Precise Shot, Weapon Focus (longbow)Skills Diplomacy +3, Handle Animal +6, Heal +6, Intimidate +11, Knowledge (history) +1, Knowledge (local) +8, Knowledge (nature) +4, Perception +15 (+19 urban), Ride +6, Sense Motive +12, Stealth +13 (+17 urban), Survival +13 (+17 urban), Swim +8Languages CommonSQ favored terrain (underground +2, urban +4), hunter’s bond (companions), track +4, wild empathy +10, woodland strideCombat Gear potion of cure light wounds, elixir of vision; Other Gear dust of tracelessness, sentinel scorpion (2), cloak of resistance +1, +1 chain shirt, masterwork longsword, +1 longbow, efficient quiver with 60 arrows, sunrod, 270 gp

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ARAELMale half-elf cleric 3 (Iomedae)LG Medium humanoidInit +1; Senses low-light vision; Perception +4DEFENSE

AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)hp 20 (3d8+3)Fort +4, Ref +2, Will +5; +2 vs. enchantmentsImmune sleepOFFENSE

Speed 20 ft.Melee mwk longsword +3 (1d8/19-20)Ranged light crossbow +3 (1d8/19-20)Special Attacks channel positive energy 5/day (2d6, DC 13)Domain Spell-Like Abilities (CL 3rd)5/day – battle rage, touch of goodCleric Spells Prepared (CL 3rd; concentration +5)2nd – hold person (DC 14), sound burst (DC 14), spiritual weapon D

1st – bless (2), protection from evil D, shield of faith0 – guidance, light, stabilize, virtueD domain spell; Domains good, warSTATISTICS

Str 10, Dex 12, Con 13, Int 10, Wis 15, Cha 14Base Atk +2; CMB +2; CMD 13Feats Alignment Channel (evil), Brew Potion, Skill Focus (Knowledge [local])Skills Diplomacy +8, Heal +6, Knowledge (history) +4, Knowledge (local) +4, Knowledge (planes) +4, Knowledge (religion) +4, Perception +4, Sense Motive +6Languages Common, ElvenCombat Gear potion of cure light wounds, potion of bull’s strength; Other Gear breastplate, masterwork longsword, dagger, light crossbow, 20 bolts, 60 gp

ARAELMale half-elf cleric 4 (Iomedae)LG Medium humanoidInit +1; Senses low-light vision; Perception +5DEFENSE

AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)hp 25 (4d8+4)Fort +6, Ref +3, Will +8; +2 vs. enchantmentsImmune sleepOFFENSE

Speed 20 ft.Melee mwk longsword +4 (1d8/19-20)Ranged light crossbow +4 (1d8/19-20)Special Attacks channel positive energy 5/day (2d6, DC 14)Domain Spell-Like Abilities (CL 4th)6/day – battle rage, touch of goodCleric Spells Prepared (CL 4th; concentration +7)2nd – aid, hold person (DC 15), sound burst (DC 15), spiritual weapon D

1st – bless (2), divine favor, protection from evil D, shield of faith0 – guidance, light, stabilize, virtueD domain spell; Domains good, warSTATISTICS

Str 10, Dex 12, Con 13, Int 10, Wis 16, Cha 14Base Atk +3; CMB +3; CMD 14Feats Alignment Channel (evil), Brew Potion, Skill Focus (Knowledge [local])Skills Diplomacy +9, Heal +7, Knowledge (history) +4, Knowledge (local) +5, Knowledge (planes) +4, Knowledge (religion) +4, Perception +5, Sense Motive +8Languages Common, ElvenCombat Gear potion of cure light wounds, potion of bull’s strength; Other Gear cloak of resistance +1, masterwork breastplate, masterwork longsword, dagger, light crossbow, 20 bolts, 286 gp

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ARAELMale half-elf cleric 5 (Iomedae)LG Medium humanoidInit +1; Senses low-light vision; Perception +5DEFENSE

AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)hp 31 (5d8+5)Fort +6, Ref +3, Will +8; +2 vs. enchantmentsImmune sleepOFFENSE

Speed 20 ft.Melee mwk longsword +4 (1d8/19-20)Ranged light crossbow +4 (1d8/19-20)Special Attacks channel positive energy 5/day (3d6, DC 16)Domain Spell-Like Abilities (CL 5th)6/day – battle rage, touch of goodCleric Spells Prepared (CL 5th; concentration +8)3rd – magic vestment D, prayer (DC 16), searing light2nd – aid, hold person (DC 15), sound burst (DC 15), spiritual weapon D

1st – bless (2), divine favor, protection from evil D, shield of faith0 – guidance, light, stabilize, virtueD domain spell; Domains good, warSTATISTICS

Str 10, Dex 12, Con 13, Int 10, Wis 16, Cha 14Base Atk +3; CMB +3; CMD 14Feats Alignment Channel (evil), Brew Potion, Improved Channel, Skill Focus (Knowledge [local])Skills Diplomacy +10, Heal +7, Knowledge (history) +4, Knowledge (local) +6, Knowledge (planes) +4, Knowledge (religion) +4, Perception +5, Sense Motive +9Languages Common, ElvenCombat Gear potion of cure light wounds, potion of bull’s strength; Other Gear cloak of resistance +1, feather token (swan boat), masterwork breastplate, masterwork longsword, dagger, light crossbow, 20 bolts, 886 gp

ARAELMale half-elf cleric 6 (Iomedae)LG Medium humanoidInit +1; Senses low-light vision; Perception +5DEFENSE

AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)hp 36 (6d8+6)Fort +7, Ref +4, Will +9; +2 vs. enchantmentsImmune sleepOFFENSE

Speed 20 ft.Melee +1 longsword +5 (1d8+1/19-20)Ranged light crossbow +5 (1d8/19-20)Special Attacks channel positive energy 5/day (3d6, DC 17)Domain Spell-Like Abilities (CL 6th)6/day – battle rage, touch of goodCleric Spells Prepared (CL 6th; concentration +9)3rd – magic circle against evil, magic vestment D, prayer (DC 16), searing light2nd – aid, hold person (DC 15) (2), sound burst (DC 15), spiritual weapon D

1st – bless (2), divine favor, protection from evil D, shield of faith0 – guidance, light, stabilize, virtueD domain spell; Domains good, warSTATISTICS

Str 10, Dex 12, Con 13, Int 10, Wis 16, Cha 14Base Atk +4; CMB +4; CMD 15Feats Alignment Channel (evil), Brew Potion, Improved Channel, Skill Focus (Knowledge [local])Skills Diplomacy +11, Heal +7, Knowledge (history) +4, Knowledge (local) +7, Knowledge (planes) +4, Knowledge (religion) +4, Perception +5, Sense Motive +10Languages Common, ElvenCombat Gear potion of cure light wounds, potion of bull’s strength; Other Gear cloak of resistance +1, feather token (swan boat), masterwork breastplate, +1 longsword, dagger, light crossbow, 20 bolts, 86 gp

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ARAELMale half-elf cleric 7 (Iomedae)LG Medium humanoidInit +1; Senses low-light vision; Perception +5DEFENSE

AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)hp 42 (7d8+7)Fort +7, Ref +4, Will +9; +2 vs. enchantmentsImmune sleepOFFENSE

Speed 20 ft.Melee +1 longsword +6 (1d8+1/19-20)Ranged mwk light crossbow +7 (1d8/19-20)Special Attacks channel positive energy 5/day (4d6, DC 17)Domain Spell-Like Abilities (CL 7th)6/day – battle rage, touch of goodCleric Spells Prepared (CL 7th; concentration +10)4th – dismissal (DC 17), holy smite D (DC 17)3rd – magic circle against evil, magic vestment D, prayer (DC 16), searing light2nd – aid, hold person (DC 15) (2), sound burst (DC 15), spiritual weapon D

1st – bless (2), divine favor, protection from evil D, sanctuary (DC 14), shield of faith0 – guidance, light, stabilize, virtueD domain spell; Domains good, warSTATISTICS

Str 10, Dex 12, Con 13, Int 10, Wis 16, Cha 14Base Atk +5; CMB +5; CMD 16Feats Alignment Channel (evil), Brew Potion, Improved Channel, Skill Focus (Knowledge [local]), Turn UndeadSkills Diplomacy +12, Heal +7, Knowledge (history) +4, Knowledge (local) +8, Knowledge (planes) +4, Knowledge (religion) +4, Perception +5, Sense Motive +11Languages Common, ElvenCombat Gear potion of cure light wounds (4), potion of cure moderate wounds (2), potion of bull’s strength (3); Other Gear cloak of resistance +1, feather token (swan boat), masterwork breastplate, +1 longsword, dagger, masterwork light crossbow, 20 bolts, 461 gp

ARAELMale half-elf cleric 8 (Iomedae)LG Medium humanoidInit +1; Senses low-light vision; Perception +5DEFENSE

AC 18, touch 12, flat-footed 17 (+6 armor, +1 deflection, +1 Dex)hp 47 (8d8+8)Fort +8, Ref +4, Will +10; +2 vs. enchantmentsImmune sleepOFFENSE

Speed 20 ft.Melee +1 longsword +7/+2 (1d8+1/19-20)Ranged light crossbow +7 (1d8/19-20)Special Attacks channel positive energy 5/day (4d6, DC 18), holy lance 1/day (4 rounds), weapon master (8 rounds)Domain Spell-Like Abilities (CL 8th)6/day – battle rage, touch of goodCleric Spells Prepared (CL 8th; concentration +11)4th – dismissal (DC 17), freedom of movement, holy smite D (DC 17)3rd – magic circle against evil, magic vestment D, prayer (DC 16), searing light (2)2nd – aid, hold person (DC 15) (2), sound burst (DC 15), spiritual weapon D

1st – bless (2), divine favor, protection from evil D, sanctuary (DC 14), shield of faith0 – guidance, light, stabilize, virtueD domain spell; Domains good, warSTATISTICS

Str 10, Dex 12, Con 13, Int 10, Wis 16, Cha 14Base Atk +6; CMB +6; CMD 18Feats Alignment Channel (evil), Brew Potion, Improved Channel, Skill Focus (Knowledge [local]), Turn UndeadSkills Diplomacy +12, Heal +7, Knowledge (history) +4, Knowledge (local) +8, Knowledge (planes) +4, Knowledge (religion) +4, Perception +5, Sense Motive +11Languages Common, ElvenCombat Gear potion of cure light wounds (4), potion of cure moderate wounds (3), potion of bull’s strength (3); Other Gear cloak of resistance +1, feather token (swan boat), ring of protection +1, masterwork breastplate, +1 longsword, dagger, masterwork light crossbow, 20 bolts, 111 gp

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