Final Level 5 Stat Blocks
Baqar (CR 5, HD 5d8+5)
Action Points Halfling (Lightfoot) Rgr5
LG Small Humanoid (Halfling)
Init +3 Spd 20
Senses Listen +6, Spot +5
AC 17 (FF 14, Touch 15)
hp 40 (Disabled -1/Dying -13/Injury 13)
Saves: Fort +6, Ref +8, Will +4
Atk +8 base melee, +9 base ranged; Grapple +3;
+9 Melee (Sharrash, Talenta, Masterwork 1d8+3/crit 19-20/x4)
+9 Ranged (Dagger 1d3+2/crit 19-20/x2)
+8 Melee (Dagger 1d3+2/crit 19-20/x2)
+10 Ranged (Longbow, composite ( +2 Str Bonus), Masterwork 1d6+2/crit 20/x3)
+9 Melee (+1 Tangat, Talenta 1d8+4/crit 18-20/x2)
SQ: Action Points Dice Rolled 1, Action Points 7
Ranger Features: Favored Enemies (2), Wild Empathy (5+Cha.Mod), Track, Ranger Combat Style, Endurance, Animal Companion, Spells, Favored Enemy: Undead (+4), Archery, Rapid Shot, Favored Enemy: Construct (+2);
Race Features: +2 Bonus on Saves vs. Fear, +1 attack bonus with thrown weapons
Abilities: STR 14, DEX 17, CON 13, INT 11, WIS 14, CHA 9
Feats: Armor Proficiency: light, Armor Proficiency: medium, Endurance, Exotic Weapon Proficiency: Boomerang, Talenta, Exotic Weapon Proficiency: Sharrash, Talenta, Exotic Weapon Proficiency: Tangat, Talenta, Mounted Archery, Mounted Combat, Rapid Shot, Shield Proficiency, Simple Weapon Proficiency, Track.
Skills: Climb +4, Handle Animal +7, Heal +6, Hide +10, Intimidate +2, Jump +0, Listen +6, Move Silently +10, Ride +13, Search +1, Spot +5, Survival +10, Use Rope +5.
Ranger Spells Prepared (--/1): 1-Magic Fang.
Weapons: +1 Arrow x6; +1 Tangat, Talenta; +2 Arrow; Arrows (20); Burrowing Arrow x2; Dagger; Longbow, composite ( +2 Str Bonus), Masterwork; Sharrash, Talenta, Masterwork. Armor: Leather. (Spell Failure 10%). Goods: Amber (2) (200 gp); Antitoxin (vial); Backpack; Bedroll; Black pearl (3) (1,500 gp); Clawfoot; Coin: gp (2); Coin: pp (2); Fintail tooth (3); Flint and steel; Grappling hook; Healer`s kit; Holy symbol, silver; Pouch, belt; Rations, trail (per day) x5; Rope, silk (50 ft.); Saddle, military; Saddlebags; Torch x2; Torch (3); Waterskin (full) x4. Magic: Potion of Cure Light Wounds (1) x2; Ring of Protection +1.
Second Story Jory (CR 5, HD 5d6+10)
Female Action Points Mark of Finding, Least, Locate Object Human Rog5
CN Medium Humanoid
Init +3 Spd 30
Senses Listen +4, Spot +2
AC 15 (FF 15, Touch 13)
hp 30 (Disabled -2/Dying -14/Injury 14)
Saves: Fort +3, Ref +7, Will +2
Evasion; Trap Sense +1;
Atk +4 base melee, +6 base ranged; Grapple +4;
+5 Melee (Sword, short, Masterwork 1d6+1/crit 19-20/x2)
+7 Ranged (Crossbow, hand, Masterwork 1d4/crit 19-20/x2)
+6 Ranged (Dagger 1d4+1/crit 19-20/x2)
+6 Ranged (Dart 1d4+1/crit 20/x2)
+5 Melee (Dagger of Venom 1d4+2/crit 19-20/x2)
SQ: Action Points Dice Rolled 1, Action Points 7
Rogue Features: Sneak Attack +3d6, Trapfinding, Evasion, Trap Sense +1, Uncanny Dodge;
Abilities: STR 12, DEX 16, CON 14, INT 14, WIS 12, CHA 14
Feats: Armor Proficiency: light, Least Dragonmark, Nimble Fingers, Simple Weapon Proficiency, Stealthy.
Skills: Appraise +6, Balance +13, Bluff +3, Climb +9, Disable Device +7, Escape Artist +8, Gather Information +4, Hide +11, Jump +10, Listen +4, Move Silently +11, Open Lock +11, Search +11, Sleight of Hand +5, Spot +2, Tumble +13, Use Magic Device +4, Use Rope +8.
Weapons: Bolts, crossbow (10); Crossbow, hand, Masterwork; Dagger x5; Dagger of Venom; Dart x6; Sword, short, Masterwork. Armor: Leather. (Spell Failure 10%). Goods: Azurite (10 gp); Backpack; Carnelian (50 gp); Coin: cp (8); Coin: gp (24); Coin: pp (5); Coin: sp (18); Coral (5) (500 gp); Fire opal (3) (3,000 gp); Grappling hook; Pouch, belt; Red garnet (2) (200 gp); Rope, silk (50 ft.); Thieves` tools, Masterwork; Traveler`s outfit. Magic: Bag of Holding, type I; Potion of Cure Light Wounds (1); Potion of Invisibility (3).
Will Answer to Anything for I am no Longer at the Beck and Call of Man (CR 6, HD 5d8+15)
Action Points Warforged Mnk5
LN Medium Construct Living (Living Construct)
Init +2 Spd 40
Senses Listen +5, Spot +3
AC 19 (FF 17, Touch 16) plus Dodge
hp 41 (Disabled -3/Dying -16/Injury 16)
Saves: Fort +7, Ref +6, Will +6
Immunity: Poison (Ex); Immunity: Sleep Effects (Ex); Immunity: Paralysis (Ex); Immunity: Disease (Ex); Immunity: Fatigue (Ex); Immunity: Exhaustion (Ex); Immunity: Nausea (Ex); Vulnerability: Chill Metal (Ex); Vulnerability: Heat Metal (Ex); Vulnerability: Repel Metal or Stone (Ex); Vulnerability: Repel Wood (Ex); Vulnerability: Rusting Grasp (Ex); Immunity: Energy Drain (Ex); Evasion; Purity of Body;
Atk +5 base melee, +5 base ranged; Grapple +5;
+4/+4 Melee (Unarmed strike 1d8+2/crit 20/x2)
+5 Melee (Unarmed strike 1d8+2/crit 20/x2)
+6 Ranged (Javelin, Masterwork 1d6+2/crit 20/x2)
+5 Ranged (Javelin 1d6+2/crit 20/x2)
SQ: No Natural Healing (Ex), Can be raised or resurrected (Ex), Light Fortification (Ex), Action Points Dice Rolled 1, Action Points 7
Monk Features: Monk Bonus Feat - 1st Level, Improved Flurry of Blows, Unarmed Strike, Wisdom Bonus to AC (Max: %d), Monk Bonus Feat - 2nd Level, Evasion, Still Mind, Ki Strike (Magic), Slow Fall (20 ft.), AC Bonus (+1), Purity of Body, Stunning Fist, Combat Reflexes;
Abilities: STR 14, DEX 14, CON 16, INT 11, WIS 14, CHA 9
Feats: Combat Reflexes, Dodge, Improved Unarmed Strike, Mobility, Stunning Fist.
Skills: Craft (Blacksmithing) +0, Hide +10, Jump +6, Knowledge (Religion) +2, Listen +5, Move Silently +8, Perform (Dance) +4, Spot +3, Tumble +6, Use Rope +4.
Weapons: Alchemist`s fire x3; Javelin x2; Javelin, Masterwork x2. Goods: Amethyst (4) (400 gp); Backpack; Black opal (1,000 gp); Block and tackle; Coin: cp (36); Coin: gp (346); Coin: sp (14); Crowbar; Fintail tooth (2); Flint and steel; Hammer; Lamp, common; Oil (pint); Piton (5); Rope, silk (50 ft.); Spade; Warforged repair kit; Whetstone. Magic: Potion of Bull`s Strength (3); Heward`s Handy Haversack; Potion of Magic Weapon (1) x2; Ring of Protection +1; Potion of Repair Light Damage (1) x2; Potion of Shield of Faith (1); Warforged Composite Armor +1.
Quarion (CR 5, HD 1d10+4d4+5)
Elf (High) Ftr1/Wiz4
CN Medium Humanoid (Elf)
Init +2 Spd 30
Senses Low-light Vision (Ex), Listen +3, Spot +4
AC 16 (FF 14, Touch 12)
hp 25 (Disabled -1/Dying -12/Injury 12)
Saves: Fort +4, Ref +3, Will +5
Immunity: Sleep Effects (Ex); +2 Saves vs. Enchantment Spells and Effects
Atk +5 base melee, +5 base ranged; Grapple +5;
+4 Melee (Longsword, Masterwork 1d8+2/crit 19-20/x2) and +4 Melee (+1 Dagger 1d4+2/crit 19-20/x2)
+6 Melee (Longsword, Masterwork 1d8+3/crit 19-20/x2)
+6 Melee (+1 Dagger 1d4+3/crit 19-20/x2)
+6 Ranged (Longbow, composite ( +2 Str Bonus), Masterwork 1d8+2/crit 20/x3)
+6 Melee (Greatclub, Masterwork 1d10+3/crit 20/x2)
SQ:
Fighter Features: Bonus Feat, Proficiency: Tower Shield; Wizard Features: Scribe Scroll, Summon Familiar, Spells, Spellbooks;
Abilities: STR 14, DEX 15, CON 12, INT 17, WIS 12, CHA 9
Feats: Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Point Blank Shot, Scribe Scroll, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Two-Weapon Defense, Two-Weapon Fighting.
Skills: Concentration +4, Craft (Weaponsmithing) +5, Decipher Script +5, Intimidate +3, Knowledge (Arcana) +9, Listen +3, Ride +6, Search +6, Spellcraft +9, Spot +4, Swim +6.
Wizard Spells Known (4/4/3): 0- Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance, Touch of Fatigue ; 1-Alarm, Burning Hands, Charm Person, Endure Elements, Enlarge Person, Expeditious Retreat, Swift, Identify, Mage Armor, Magic Missile, Ray of Enfeeblement, Reduce Person, Repair Light Damage, Shield, Shocking Grasp, Sleep, True Strike; 2-Arcane Lock, Bull`s Strength, Flaming Sphere, Levitate, Melf`s Acid Arrow, Misdirection, Obscure Object, Protection from Arrows, Scorching Ray, Spider Climb, Summon Monster II, Web; 3-Flame Arrow, Vampiric Touch.
Wizard Spells Prepared (4/4/3): .
Weapons: +1 Arrow x2; +1 Dagger; +2 Arrow; Arrows (20); Burrowing Arrow; Dagger, Masterwork; Greatclub, Masterwork; Longbow, composite ( +2 Str Bonus), Masterwork; Longsword, Masterwork. Armor: Mithral Shirt. (Spell Failure 10%). Goods: Backpack; Bedroll; Black opal (3) (3,000 gp); Coin: cp (7); Coin: gp (11); Coin: pp (19); Coin: sp (13); Explorer`s outfit; Flint and steel; Ink (vial); Inkpen; Moonstone (5) (250 gp); Spell component pouch; Spellbook, wizard`s. Magic: Potion of Bull`s Strength (3); Potion of Cure Light Wounds (1); Scroll of Flame Arrow (5) x2; Wand of Flaming Sphere (3) (Charges: 25); Wand of Magic Missile (3) (Charges: 10); Wand of Repair Light Damage (1) (Charges: 41).
Action Points Halfling (Lightfoot) Rgr5
LG Small Humanoid (Halfling)
Init +3 Spd 20
Senses Listen +6, Spot +5
AC 17 (FF 14, Touch 15)
hp 40 (Disabled -1/Dying -13/Injury 13)
Saves: Fort +6, Ref +8, Will +4
Atk +8 base melee, +9 base ranged; Grapple +3;
+9 Melee (Sharrash, Talenta, Masterwork 1d8+3/crit 19-20/x4)
+9 Ranged (Dagger 1d3+2/crit 19-20/x2)
+8 Melee (Dagger 1d3+2/crit 19-20/x2)
+10 Ranged (Longbow, composite ( +2 Str Bonus), Masterwork 1d6+2/crit 20/x3)
+9 Melee (+1 Tangat, Talenta 1d8+4/crit 18-20/x2)
SQ: Action Points Dice Rolled 1, Action Points 7
Ranger Features: Favored Enemies (2), Wild Empathy (5+Cha.Mod), Track, Ranger Combat Style, Endurance, Animal Companion, Spells, Favored Enemy: Undead (+4), Archery, Rapid Shot, Favored Enemy: Construct (+2);
Race Features: +2 Bonus on Saves vs. Fear, +1 attack bonus with thrown weapons
Abilities: STR 14, DEX 17, CON 13, INT 11, WIS 14, CHA 9
Feats: Armor Proficiency: light, Armor Proficiency: medium, Endurance, Exotic Weapon Proficiency: Boomerang, Talenta, Exotic Weapon Proficiency: Sharrash, Talenta, Exotic Weapon Proficiency: Tangat, Talenta, Mounted Archery, Mounted Combat, Rapid Shot, Shield Proficiency, Simple Weapon Proficiency, Track.
Skills: Climb +4, Handle Animal +7, Heal +6, Hide +10, Intimidate +2, Jump +0, Listen +6, Move Silently +10, Ride +13, Search +1, Spot +5, Survival +10, Use Rope +5.
Ranger Spells Prepared (--/1): 1-Magic Fang.
Weapons: +1 Arrow x6; +1 Tangat, Talenta; +2 Arrow; Arrows (20); Burrowing Arrow x2; Dagger; Longbow, composite ( +2 Str Bonus), Masterwork; Sharrash, Talenta, Masterwork. Armor: Leather. (Spell Failure 10%). Goods: Amber (2) (200 gp); Antitoxin (vial); Backpack; Bedroll; Black pearl (3) (1,500 gp); Clawfoot; Coin: gp (2); Coin: pp (2); Fintail tooth (3); Flint and steel; Grappling hook; Healer`s kit; Holy symbol, silver; Pouch, belt; Rations, trail (per day) x5; Rope, silk (50 ft.); Saddle, military; Saddlebags; Torch x2; Torch (3); Waterskin (full) x4. Magic: Potion of Cure Light Wounds (1) x2; Ring of Protection +1.
Second Story Jory (CR 5, HD 5d6+10)
Female Action Points Mark of Finding, Least, Locate Object Human Rog5
CN Medium Humanoid
Init +3 Spd 30
Senses Listen +4, Spot +2
AC 15 (FF 15, Touch 13)
hp 30 (Disabled -2/Dying -14/Injury 14)
Saves: Fort +3, Ref +7, Will +2
Evasion; Trap Sense +1;
Atk +4 base melee, +6 base ranged; Grapple +4;
+5 Melee (Sword, short, Masterwork 1d6+1/crit 19-20/x2)
+7 Ranged (Crossbow, hand, Masterwork 1d4/crit 19-20/x2)
+6 Ranged (Dagger 1d4+1/crit 19-20/x2)
+6 Ranged (Dart 1d4+1/crit 20/x2)
+5 Melee (Dagger of Venom 1d4+2/crit 19-20/x2)
SQ: Action Points Dice Rolled 1, Action Points 7
Rogue Features: Sneak Attack +3d6, Trapfinding, Evasion, Trap Sense +1, Uncanny Dodge;
Abilities: STR 12, DEX 16, CON 14, INT 14, WIS 12, CHA 14
Feats: Armor Proficiency: light, Least Dragonmark, Nimble Fingers, Simple Weapon Proficiency, Stealthy.
Skills: Appraise +6, Balance +13, Bluff +3, Climb +9, Disable Device +7, Escape Artist +8, Gather Information +4, Hide +11, Jump +10, Listen +4, Move Silently +11, Open Lock +11, Search +11, Sleight of Hand +5, Spot +2, Tumble +13, Use Magic Device +4, Use Rope +8.
Weapons: Bolts, crossbow (10); Crossbow, hand, Masterwork; Dagger x5; Dagger of Venom; Dart x6; Sword, short, Masterwork. Armor: Leather. (Spell Failure 10%). Goods: Azurite (10 gp); Backpack; Carnelian (50 gp); Coin: cp (8); Coin: gp (24); Coin: pp (5); Coin: sp (18); Coral (5) (500 gp); Fire opal (3) (3,000 gp); Grappling hook; Pouch, belt; Red garnet (2) (200 gp); Rope, silk (50 ft.); Thieves` tools, Masterwork; Traveler`s outfit. Magic: Bag of Holding, type I; Potion of Cure Light Wounds (1); Potion of Invisibility (3).
Will Answer to Anything for I am no Longer at the Beck and Call of Man (CR 6, HD 5d8+15)
Action Points Warforged Mnk5
LN Medium Construct Living (Living Construct)
Init +2 Spd 40
Senses Listen +5, Spot +3
AC 19 (FF 17, Touch 16) plus Dodge
hp 41 (Disabled -3/Dying -16/Injury 16)
Saves: Fort +7, Ref +6, Will +6
Immunity: Poison (Ex); Immunity: Sleep Effects (Ex); Immunity: Paralysis (Ex); Immunity: Disease (Ex); Immunity: Fatigue (Ex); Immunity: Exhaustion (Ex); Immunity: Nausea (Ex); Vulnerability: Chill Metal (Ex); Vulnerability: Heat Metal (Ex); Vulnerability: Repel Metal or Stone (Ex); Vulnerability: Repel Wood (Ex); Vulnerability: Rusting Grasp (Ex); Immunity: Energy Drain (Ex); Evasion; Purity of Body;
Atk +5 base melee, +5 base ranged; Grapple +5;
+4/+4 Melee (Unarmed strike 1d8+2/crit 20/x2)
+5 Melee (Unarmed strike 1d8+2/crit 20/x2)
+6 Ranged (Javelin, Masterwork 1d6+2/crit 20/x2)
+5 Ranged (Javelin 1d6+2/crit 20/x2)
SQ: No Natural Healing (Ex), Can be raised or resurrected (Ex), Light Fortification (Ex), Action Points Dice Rolled 1, Action Points 7
Monk Features: Monk Bonus Feat - 1st Level, Improved Flurry of Blows, Unarmed Strike, Wisdom Bonus to AC (Max: %d), Monk Bonus Feat - 2nd Level, Evasion, Still Mind, Ki Strike (Magic), Slow Fall (20 ft.), AC Bonus (+1), Purity of Body, Stunning Fist, Combat Reflexes;
Abilities: STR 14, DEX 14, CON 16, INT 11, WIS 14, CHA 9
Feats: Combat Reflexes, Dodge, Improved Unarmed Strike, Mobility, Stunning Fist.
Skills: Craft (Blacksmithing) +0, Hide +10, Jump +6, Knowledge (Religion) +2, Listen +5, Move Silently +8, Perform (Dance) +4, Spot +3, Tumble +6, Use Rope +4.
Weapons: Alchemist`s fire x3; Javelin x2; Javelin, Masterwork x2. Goods: Amethyst (4) (400 gp); Backpack; Black opal (1,000 gp); Block and tackle; Coin: cp (36); Coin: gp (346); Coin: sp (14); Crowbar; Fintail tooth (2); Flint and steel; Hammer; Lamp, common; Oil (pint); Piton (5); Rope, silk (50 ft.); Spade; Warforged repair kit; Whetstone. Magic: Potion of Bull`s Strength (3); Heward`s Handy Haversack; Potion of Magic Weapon (1) x2; Ring of Protection +1; Potion of Repair Light Damage (1) x2; Potion of Shield of Faith (1); Warforged Composite Armor +1.
Quarion (CR 5, HD 1d10+4d4+5)
Elf (High) Ftr1/Wiz4
CN Medium Humanoid (Elf)
Init +2 Spd 30
Senses Low-light Vision (Ex), Listen +3, Spot +4
AC 16 (FF 14, Touch 12)
hp 25 (Disabled -1/Dying -12/Injury 12)
Saves: Fort +4, Ref +3, Will +5
Immunity: Sleep Effects (Ex); +2 Saves vs. Enchantment Spells and Effects
Atk +5 base melee, +5 base ranged; Grapple +5;
+4 Melee (Longsword, Masterwork 1d8+2/crit 19-20/x2) and +4 Melee (+1 Dagger 1d4+2/crit 19-20/x2)
+6 Melee (Longsword, Masterwork 1d8+3/crit 19-20/x2)
+6 Melee (+1 Dagger 1d4+3/crit 19-20/x2)
+6 Ranged (Longbow, composite ( +2 Str Bonus), Masterwork 1d8+2/crit 20/x3)
+6 Melee (Greatclub, Masterwork 1d10+3/crit 20/x2)
SQ:
Fighter Features: Bonus Feat, Proficiency: Tower Shield; Wizard Features: Scribe Scroll, Summon Familiar, Spells, Spellbooks;
Abilities: STR 14, DEX 15, CON 12, INT 17, WIS 12, CHA 9
Feats: Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Point Blank Shot, Scribe Scroll, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Two-Weapon Defense, Two-Weapon Fighting.
Skills: Concentration +4, Craft (Weaponsmithing) +5, Decipher Script +5, Intimidate +3, Knowledge (Arcana) +9, Listen +3, Ride +6, Search +6, Spellcraft +9, Spot +4, Swim +6.
Wizard Spells Known (4/4/3): 0- Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance, Touch of Fatigue ; 1-Alarm, Burning Hands, Charm Person, Endure Elements, Enlarge Person, Expeditious Retreat, Swift, Identify, Mage Armor, Magic Missile, Ray of Enfeeblement, Reduce Person, Repair Light Damage, Shield, Shocking Grasp, Sleep, True Strike; 2-Arcane Lock, Bull`s Strength, Flaming Sphere, Levitate, Melf`s Acid Arrow, Misdirection, Obscure Object, Protection from Arrows, Scorching Ray, Spider Climb, Summon Monster II, Web; 3-Flame Arrow, Vampiric Touch.
Wizard Spells Prepared (4/4/3): .
Weapons: +1 Arrow x2; +1 Dagger; +2 Arrow; Arrows (20); Burrowing Arrow; Dagger, Masterwork; Greatclub, Masterwork; Longbow, composite ( +2 Str Bonus), Masterwork; Longsword, Masterwork. Armor: Mithral Shirt. (Spell Failure 10%). Goods: Backpack; Bedroll; Black opal (3) (3,000 gp); Coin: cp (7); Coin: gp (11); Coin: pp (19); Coin: sp (13); Explorer`s outfit; Flint and steel; Ink (vial); Inkpen; Moonstone (5) (250 gp); Spell component pouch; Spellbook, wizard`s. Magic: Potion of Bull`s Strength (3); Potion of Cure Light Wounds (1); Scroll of Flame Arrow (5) x2; Wand of Flaming Sphere (3) (Charges: 25); Wand of Magic Missile (3) (Charges: 10); Wand of Repair Light Damage (1) (Charges: 41).
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