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Birannon CR5
Male Human Cleric 5
CG Medium Humanoid
Init 2 (+2 Dex); Senses Listen +6, Spot +4
Languages Common, Halfling, Infernal, Draconic, Sylvan
AC 17, touch 12, flat-footed 15
hp 35 (5HD)
Fort +6 Ref +3 Will +10
Speed 20 ft. (4 squares)
Melee +1 club +6 (1d6+3)
Space 5 ft.; Reach 5 ft.
Base Atk +3; Grp +5
Special Atk turn undead 6/day
Cleric spells prepared (CL 5, +5 melee touch, +5 ranged touch)
3rd--helping hand, magic circle against good (DC 17/W)
2nd--consecrate, delay poison (DC 16/F), gentle repose (DC 16/W)
1st--command (DC 15/W), divine favor, inflict light wounds (DC 15/W), sanctuary (DC 15/W)
0--cure minor wounds (DC 14), detect magic, inflict minor wounds (DC 14/W), light, mending (DC 14/W)
Abilities Str 15, Dex 14, Con 15, Int 14, Wis 18, Cha 16
Feats Combat Reflexes, Iron Will, Power Attack
Skills Diplomacy +8 (+5 ranks, +3 cha), Heal +11 (+7 ranks, +4 wis), Listen +6 (+2 ranks, +4 wis), Open Lock +6 (+4 ranks, +2 dex), Ride +5 (+3 ranks, +2 dex), Search +3 (+1 ranks, +2 int), Survival +6 (+2 ranks, +4 wis).
Possessions +1 scale mail, +1 club, potion of delay poison, 21 pp, 7 gp, 8 sp, 20 cp, 1883 gp in other assets.
Personal Info: Deity: None; Background: Adventurer, Ht: 6' 3", Wt: 256lbs, Hair: Red, Eyes: Grey, Age: 27.
Turn Undead (Su): Birannon can turn or destroy undead a number of times per day.
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Jerg CR5
Male Elf Ranger 2/Wizard 3
NG Medium Humanoid
Init 3 (+3 Dex); Senses low-light vision; Listen +12, Spot +12
Languages Common, Elven, Goblin, Gnoll, Sylvan
AC 16, touch 13, flat-footed 13
hp 26 (5HD)
Immune to sleep
Fort +4 Ref +4 Will +4
Speed 30 ft. (6 squares)
Melee +1 two-bladed sword +6 (+4/19-20)
Space 5 ft.; Reach 5 ft.
Base Atk +3; Grp +5
Wizard Spells Memorized (CL 3, +5 melee touch, +6 ranged touch)
2nd--false life, fox's cunning (DC 15/W)
1st--color spray (DC 14/W), obscuring mist, reduce person (DC 14/F)
0--dancing lights, light, open/close (DC 13/W), read magic
Abilities Str 14, Dex 16, Con 10, Int 16, Wis 12, Cha 8
SQ low-light vision, immunity to sleep, elf traits, low-light vision, favored enemy (giants +2), wild empathy and familiar
Feats Alertness, Exotic Weapon Proficiency (two-bladed sword), Track, Two-Weapon Fighting
Skills Balance +7 (+4 ranks, +3 dex), Decipher Script +6 (+3 ranks, +3 int), Heal +2 (+1 ranks, +1 wis), Knowledge (Arcana) +10 (+7 ranks, +3 int), Knowledge (History) +8 (+5 ranks, +3 int), Listen +12 (+5 ranks, +1 wis, +4 racial, +2 alertness), Move Silently +7 (+4 ranks, +3 dex), Search +11 (+4 ranks, +3 int, +4 racial), Spot +12 (+5 ranks, +1 wis, +4 racial, +2 alertness)(+15 in bright light), Survival +5 (+4 ranks, +1 wis), Tumble +5 (+2 ranks, +3 dex), Use Rope +7 (+4 ranks, +3 dex).
Possessions +1 leather, +1 two-bladed sword, potion of protection from (law), 18 pp, 15 gp, 10 sp, 13 cp, 2033 gp in other assets.
Spellbook Wizard: spells prepared plus: 0--acid splash, arcane mark, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, mage hand, mending, message, prestidigitation, ray of frost, resistance, touch of fatigue
1st--burning hands, chill touch, hold portal, hypnotism, mage armor, magic aura
Spell Book value: 1600 gp.
Personal Info: Deity: None; Background: Adventurer, Ht: 5' 2", Wt: 121lbs, Hair: Black, Eyes: Green, Age: 134.
Elf Traits: Jerg is immune to magic sleep spells and effects and has a +2 racial bonus on saves against enchantment spells or effects. He has low-light vision (can see twice as far as a human in low-light conditions) and is entitled to a Search check when within 5 feet of a secret or concealed door as though actively looking for it. As an elf, he has Martial Weapon Proficiency (composite longbow, composite shortbow, longbow, longsword, and rapier) as bonus feats and a +2 racial bonus on Listen, Spot, and Search checks (already figured into the statistics given above).
Favored Enemy (Ex): Jerg has selected Giants as favored enemies. He gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against Giants. Likewise, he gets a +2 bonus on weapon damage rolls against Giants.
Wild Empathy (Ex): Jerg can use body language, vocalizations, and demeanor to improve the attitude of an animal. This ability functions just like a Diplomacy check made to influence the attitude of a person, but Jerg's modifier to the die roll is +0. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, Jerg must be able to study the animal and it him, so they must be within 30 feet of each other under normal conditions. Generally an attempt takes 1 minute. Jerg can also use this ability to influence the attitude of a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.
Jerg`s hawk familiar: hp 13
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Grilaiwien CR5
Female Human Monk 5
LG Medium Humanoid
Init 1 (+1 Dex); Senses Listen +12, Spot +8
Languages Common
AC 16, touch 16, flat-footed 15
hp 36 (5HD)
Immune to Non-magical disease
Fort +5 Ref +5 Will +8
Speed 40 ft. (8 squares)
Melee unarmed strike +4 (1d8+1)
Space 5 ft.; Reach 5 ft.
Base Atk +3; Grp +8
Special Atk flurry of blows
Abilities Str 13, Dex 13, Con 12, Int 10, Wis 18, Cha 8
SQ immunity to non-magical disease, armor class bonus +1, evasion, fast movement, still mind, slow fall +20, purity of body and ki strike
Feats Acrobatic, Blind-Fight, Combat Reflexes, Deflect Arrows, Improved Grapple, Improved Unarmed Strike
Skills Balance +5 (+4 ranks, +1 dex), Climb +6 (+1 str, +5 competence), Concentration +5 (+4 ranks, +1 con), Heal +5 (+1 ranks, +4 wis), Jump +13 (+6 ranks, +1 str, +4 speed, +2 acrobatic), Listen +12 (+8 ranks, +4 wis), Ride +4 (+3 ranks, +1 dex), Search +2 (+2 ranks), Spot +8 (+4 ranks, +4 wis), Tumble +6 (+1 ranks, +1 dex, +2 synergy,+2 acrobatic).
Possessions ring of climbing, potion of barkskin +2, 15 pp, 22 gp, 8 sp, 12 cp, 3883 gp in other assets.
Personal Info: Deity: None; Background: Adventurer, Ht: 4' 11", Wt: 115lbs, Hair: Blond, Eyes: Hazel, Age: 30.
Flurry of Blows (Ex): Grilaiwien can use the full attack action to make one extra attack per round with an unarmed strike or a special monk weapon at her highest base attack, but this attack and each other attack made that round suffer a -2 penalty apiece. This penalty applies for 1 round, so it affects attacks of opportunity Grilaiwien might make before her next action. When armed with her any monk special weapons, Grilaiwien makes the extra attack either with that weapon or unarmed. In any case, her damage bonus on the attack with her off hand is not reduced.
Armor Class Bonus (Ex): Grilaiwien receives a bonus to Armor Class equal to +1 plus her Wisdom bonus.
Evasion (Ex): If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, Grilaiwien takes no damage with a successful saving throw.
Still Mind (Ex): Grilaiwien has a +2 bonus on saving throws against spells and effects from the school of enchantment.
Slow Fall (Ex): Grilaiwien can use a wall within arm's reach to slow her descent. She takes damage as if the fall were +20 feet shorter than it actually Is.
Purity of Body (Ex): Grilaiwien is immune to all diseases except for supernatural and magical diseases.
Ki Strike (Su): Grilaiwien's unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic for the purpose of overcoming damage reduction.
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Gallle CR5
Female Half-Elf Paladin 5
LG Medium Humanoid
Init -1 (-1 Dex); Senses low-light vision; Listen +5, Spot +6
Aura Courage
Languages Common, Elven, Goblin
AC 18, touch 9, flat-footed 18
hp 48 (5HD)
Immune to sleep
Fort +9 Ref +3 Will +6
Speed 20 ft. (4 squares)
Melee +1 longsword +9 (1d8+4/19-20)
Space 5 ft.; Reach 5 ft.
Base Atk +5; Grp +8
Special Atk smite evil 2/day and turn undead 6/day
Abilities Str 16, Dex 8, Con 14, Int 12, Wis 14, Cha 16
SQ low-light vision, immunity to sleep, half-elf traits, low-light vision, detect evil, aura of courage, divine health, aura of good, lay on hands, divine grace and special mount
Feats Power Attack, Skill Focus (Gather Information)
Skills Concentration +3 (+1 ranks, +2 con), Diplomacy +11 (+6 ranks, +3 cha, +2 racial), Gather Information +10 (+2 ranks, +3 cha, +2 racial, +3 skill focus), Knowledge (Local) +4 (+3 ranks, +1 int), Listen +5 (+2 ranks, +2 wis, +1 racial), Ride +4 (+5 ranks, -1 dex), Search +6 (+4 ranks, +1 int, +1 racial), Spot +6 (+3 ranks, +2 wis, +1 racial).
Possessions +1 splint mail, +1 light steel shield, +1 longsword, potion of cure light wounds, 14 pp, 15 gp, 14 sp, 13 cp, 4133 gp in other assets.
Personal Info: Deity: None; Background: Adventurer, Ht: 5' 3", Wt: 140lbs, Hair: Brown, Eyes: Green, Age: 34.
Smite Evil (Su): Gallle may attempt to smite evil with one normal melee attack. She adds +3 to her attack roll and deals 5 extra points of damage. If Gallle accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.
Turn Undead (Su): Gallle turns undead as a level 2 cleric.
Half-Elf Traits: Gallle is immune to magic sleep spells and effects; +2 racial bonus to Will saves against enchantment spells or effects; low-light vision (can see twice as far as a human in low-light conditions); +1 racial bonus to Listen, Spot, and Search checks, +2 racial bonus to Diplomacy and Gather Information checks. (already figured into the statistics given above).
Detect Evil (Sp): Gallle can detect evil at will, as the spell of the same name.
Aura of Courage (Su): Gallle is immune to fear (magical or otherwise). Allies within 10 feet of her gain a +4 morale bonus on saving throws against fear effects.
Divine Health (Su): Gallle is immune to all diseases, including magical diseases such as mummy rot and lycanthropy.
Aura of Good (Ex): Gallle's aura of good (see the detect good spell) is equal to that of a level 5 cleric.
Lay on Hands (Su): Gallle can cure 15 hit points of wounds per day.
Divine Grace (Su): Gallle gains a +3 bonus on saving throws.
Special Mount (Sp): Once per day, as a full-round action, Gallle may magically call her mount from the celestial realms in which it resides. This ability is the equivalent of a level 1 spell. The mount immediately appears adjacent to the paladin and remains for 10 hours; it may be dismissed at any time as a free action.
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Qoet CR5
Male Dwarf Cleric 3/Fighter 2
LG Medium Humanoid
Init -2 (-2 Dex); Senses darkvision 60 ft.; Listen +3, Spot +3
Languages Common, Dwarven
AC 14, touch 8, flat-footed 14
hp 41 (5HD)
Fort +7 Ref -1 Will +6
Speed 20 ft. (4 squares)
Melee +1 dwarven urgrosh +7 (+4/x3)
Space 5 ft.; Reach 5 ft.
Base Atk +4; Grp +6
Special Atk turn undead 4/day
Cleric spells prepared (CL 3, +6 melee touch, +2 ranged touch)
2nd--enthrall (DC 15/W), shatter (DC 15)
1st--cause fear (DC 14/W), command (DC 14/W), divine favor
0--cure minor wounds (DC 13), detect poison, guidance (DC 13/W), light
Abilities Str 14, Dex 7, Con 12, Int 10, Wis 16, Cha 12
SQ darkvision 60 ft. and dwarven traits
Feats Cleave, Combat Reflexes, Exotic Weapon Proficiency (dwarven urgrosh), Power Attack
Skills Appraise +2 (+2 ranks), Craft (Blacksmithing) +6 (+2 ranks, +4 racial), Craft (Stonemasonry) +6 (+2 ranks, +4 racial), Diplomacy +4 (+3 ranks, +1 cha), Handle Animal +2 (+1 ranks, +1 cha), Heal +8 (+5 ranks, +3 wis), Jump -6 (+2 ranks, +2 str, -6 speed, -4 acp), Knowledge (Architecture and Engineering) +1 (+1 ranks), Ride -1 (+1 ranks, -2 dex).
Possessions +1 chainmail, +1 dwarven urgrosh, 11 pp, 19 gp, 10 sp, 18 cp, 2133 gp in other assets.
Personal Info: Deity: None; Background: Adventurer, Ht: 4' 2", Wt: 190lbs, Hair: Brown, Eyes: Brown, Age: 64.
Turn Undead (Su): Qoet can turn or destroy undead a number of times per day.
Dwarven Traits: Dwarves have stonecunning, which grants them a +2 racial bonus on search checks to notice unusual stonework. A dwarf who merely comes within 10 feet of it can make a search check as if actively searching.
When standing on ground, dwarves are exceptionally stable and have a +4 bonus on ability checks to resist bulls rush or tripped. They have a +1 racial bonus on attacks against orcs and goblinoids. Dwarves have a +4 racial bonus to Armor Class against giants.
Qoet treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
Conditional Adjustments: Dwarves have a +2 racial Bonus on saving throws against spells and spell-like effects, +2 racial bonus on saving throws against poison, +2 racial bonus on all appraisal checks stone and metal related.
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Cadld CR5
Male Half-Elf Lycanthrope (Werewolf) Bard 3
NG Medium Humanoid (Shapechanger, Afflicted)
Init 2 (+2 Dex); Senses low-light vision; Listen +5, Spot +3
Languages Common, Elven, Orc, Abyssal
AC 14, touch 12, flat-footed 12
hp 37 (5HD); DR 5/silver
Immune to sleep
Fort +5 Ref +5 Will +7
Speed 30 ft. (6 squares)
Melee +1 rapier +3 (1d6+3/18-20) and mwk dagger +3 (1d4+1/19-20)
Space 5 ft.; Reach 5 ft.
Base Atk +2; Grp +4
Special Atk trip
Bard Spells learned (CL 3, +4 melee touch, +4 ranged touch)
1st (2/day)--comprehend languages (DC 14/W), expeditious retreat, hypnotism (DC 14/W)
0 (3/day)--dancing lights, detect magic, know direction, light, lullaby (DC 13/W), mage hand
Abilities Str 14, Dex 15, Con 12, Int 14, Wis 15, Cha 16
SQ low-light vision, immunity to sleep, damage reduction 5/silver, half-elf traits, low-light vision, lycanthropic empathy, scent, bardic knowledge, bardic music 3/day (countersong, fascinate +1, inspire courage +1, inspire competence), alternate form, hybrid form and animal form
Feats Iron Will, Track, Two-Weapon Fighting
Skills Diplomacy +8 (+3 ranks, +3 cha, +2 racial), Gather Information +11 (+6 ranks, +3 cha, +2 racial), Listen +5 (+2 ranks, +2 wis, +1 racial), Perform (Wind Instruments) +10 (+7 ranks, +3 cha), Search +6 (+3 ranks, +2 int, +1 racial), Spot +3 (+2 wis, +1 racial).
Possessions +1 rapier, mwk dagger, ring of counterspells, potion of shield of faith +2, 16 pp, 16 gp, 8 sp, 17 cp, 4133 gp in other assets.
Personal Info: Deity: None; Background: 2, Ht: 5' 8", Wt: 150lbs, Hair: Black, Eyes: Green, Age: 27.
Trip (Ex): In wolf form, any successful bite attack allows Cadld to attempt to trip the opponent (+15 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip Cadld.
Half-Elf Traits: Cadld is immune to magic sleep spells and effects; +2 racial bonus to Will saves against enchantment spells or effects; low-light vision (can see twice as far as a human in low-light conditions); +1 racial bonus to Listen, Spot, and Search checks, +2 racial bonus to Diplomacy and Gather Information checks. (already figured into the statistics given above).
Damage Reduction (Su): Cadld gains Damage Reduction 5/silver while in animal or hybrid forms.
Bardic Knowledge: Cadld may make a special bardic knowledge check with +5 bonus to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. Cadld may not take 10 or take 20 on this check; this sort of knowledge is essentially random.
Bardic Music (3/day): Cadld can use his song or poetics to produce magical effects on those around him (usually Including himself, if desired).Starting a bardic music effect is a standard action. Some bardic music abilities require concentration, which means he must take a standard action each round to maintain the ability. Even while using bardic music that doesn't require concentration, Cadld cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Just as for casting a spell with a verbal component, a deaf bard has a 20% chance to fail when attempting to use bardic music. If he fails, the attempt still counts against his daily limit.
Alternate Form (Su): Cadld can shift into animal form as though using the polymorph spell on himself, though his gear is not affected, he does not regain hit points for changing form, and only the specific animal form (wolf) can be assumed. He does not assume the ability scores of the animal, but instead adds the animal's physical ability score modifiers to his own ability scores. Cadld also can assume a bipedal hybrid form with prehensile hands and animalistic features. Changing to or from animal or hybrid form is a standard action. If slain, Cadld reverts to his humanoid form, although he remains dead.
Lycanthropic Empathy (Su): In any form, Cadld can communicate and empathize with normal or dire wolves. He receives a +4 racial bonus on checks when influencing the animal's attitude and allows the communication of simple concepts and (if the animal is friendly) commands.
Scent (Ex): While in wolf or hybrid form, Cadld can detect opponents by sense of smell within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. A creature with the Track feat and the scent ability can follow tracks by smell, making a Wisdom check to find or follow a track. This ability otherwise follows the rules for the Track feat.
Hybrid Form (Su): The following changes are in effect as long as Cadld is in his Hybrid Form:
Medium Humanoid (Shapechanger, Afflicted)
AC 16, touch 14, flat 12
hp 47 (5HD)
Fort +7 Will +7
Speed 30 ft. (6 squares)
Melee +1 rapier +4 (1d6+4/18-20) and mwk dagger +4 (1d4+1/19-20) or +1 rapier +4 (1d6+4/18-20) and mwk dagger +4 (1d4+1/19-20) and Bite +0 (1d6+1) or 2 claws +5 (1d4+3) and Bite +0 (1d6+1)
Base Atk +2 Grp +5
Abilities Str 16, Dex 19, Con 16
Skills Diplomacy +8 (+3 ranks, +3 cha, +2 racial), Gather Information +11 (+6 ranks, +3 cha, +2 racial), Listen +5 (+2 ranks, +2 wis, +1 racial), Perform (Wind Instruments) +10 (+7 ranks, +3 cha), Search +6 (+3 ranks, +2 int, +1 racial), Spot +3 (+2 wis, +1 racial).
Spells: Cadld cannot cast any spell that requires a verbal component while in hybrid form.
Animal Form (Su): The following changes are in effect as long as Cadld is in his Animal Form:
Medium Humanoid (Shapechanger, Afflicted)
AC 16, touch 14, flat 12
hp 47 (5HD)
Fort +7 Will +7
Speed 50 ft. (10 squares)
Melee Bite +5 (1d6+1)
Base Atk +2 Grp +5
Abilities Str 16, Dex 19, Con 16
Skills Diplomacy +8 (+3 ranks, +3 cha, +2 racial), Gather Information +11 (+6 ranks, +3 cha, +2 racial), Listen +5 (+2 ranks, +2 wis, +1 racial), Perform (Wind Instruments) +10 (+7 ranks, +3 cha), Search +6 (+3 ranks, +2 int, +1 racial), Spot +3 (+2 wis, +1 racial).
Spells: Cadld cannot cast any spell that requires verbal, somatic, or material components while in animal form.
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Jeraywin CR5
Male Gnome Rogue 5
CG Small Humanoid
Init 6 (+2 Dex, +4 Improved Initiative); Senses low-light vision; Listen +7, Spot -1
Languages Common, Gnome, Giant, Dwarven
AC 18, touch 13, flat-footed 16
hp 32 (5HD)
Fort +3 Ref +6 Will +0
Speed 20 ft. (4 squares)
Melee +1 shortspear +5 (1d4+1)
Space 5 ft.; Reach 5 ft.
Base Atk +3; Grp -1
Spell-Like Abilities (CL 1) 1/day - speak with animals(burrowing mammals only, duration 1 minute), dancing lights, ghost sound (DC 10/W), prestidigitation (DC 10).
Special Atk sneak attack +3d6 and spell-like abilities
Abilities Str 10, Dex 15, Con 15, Int 15, Wis 8, Cha 10
SQ low-light vision, gnome traits, low-light vision, trapfinding, evasion, trap sense +1 and uncanny dodge
Feats Endurance, Improved Initiative
Skills Balance +11 (+8 ranks, +2 dex, +2 synergy,-1 acp), Bluff +8 (+8 ranks), Disable Device +8 (+6 ranks, +2 int), Escape Artist +9 (+8 ranks, +2 dex, -1 acp), Gather Information +8 (+8 ranks), Heal +2 (+3 ranks, -1 wis), Jump +1 (+6 ranks, -6 speed, +2 synergy,-1 acp), Listen +7 (+6 ranks, -1 wis, +2 racial), Move Silently +6 (+5 ranks, +2 dex, -1 acp), Ride +3 (+1 ranks, +2 dex), Search +3 (+1 ranks, +2 int), Swim +6 (+8 ranks, -2 acp), Tumble +10 (+7 ranks, +2 dex, +2 synergy,-1 acp).
Possessions +1 chain shirt, +1 shortspear, potion of undetectable alignment, 20 pp, 12 gp, 12 sp, 10 cp, 1881 gp in other assets.
Personal Info: Deity: None; Background: Adventurer, Ht: 3' 6", Wt: 46lbs, Hair: Light Brown, Eyes: Dark Blue, Age: 67.
Sneak Attack (Ex): Any time Jeraywin's opponent is denied his Dexterity bonus to AC, or if a he flanks his opponent, he deals an extra 3d6 points of damage.
Gnome Traits: Jeraywin has a +2 racial bonus on saving throws against illusions, a +1 racial bonus on attack rolls against kobolds and goblinoids, and a +4 dodge bonus against giants. The DC for any illusion spells he casts increases by +1. He also gains a +2 bonus on Listen and Craft (alchemy) checks (already figured into the statistics above).
Jeraywin may treat gnome hooked hammers as martial weapons rather than exotic weapons.
Trapfinding: Jeraywin can use the Search skill to find traps with Search DCs higher than 20.
Evasion (Ex): If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, Jeraywin takes no damage with a successful saving throw.
Trap Sense (Ex): Jeraywin has a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks by traps.
Uncanny Dodge (Ex): Jeraywin retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.
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Theraeip CR5
Male Half-Orc Druid 5
N Medium Humanoid
Init 1 (+1 Dex); Senses darkvision 60 ft.; Listen +2, Spot +5
Languages Common, Orc, Draconic, Druidic
AC 14, touch 11, flat-footed 13
hp 26 (5HD)
Fort +4 Ref +2 Will +6
Speed 30 ft. (6 squares)
Melee +1 scimitar +4 (1d6+1/18-20)
Space 5 ft.; Reach 5 ft.
Base Atk +3; Grp +3
Druid spells prepared (CL 5, +3 melee touch, +4 ranged touch)
3rd--sleet storm
2nd--animal messenger, cat's grace (DC 14/W), warp wood (DC 14/W)
1st--cure light wounds (DC 13), entangle (DC 13/R), longstrider, produce flame
0--create water, cure minor wounds (DC 12), light, read magic, virtue (DC 12/F)
Abilities Str 10, Dex 12, Con 10, Int 12, Wis 15, Cha 12
SQ darkvision 60 ft., half-orc traits, nature sense, spontaneous casting, woodland stride, trackless step, resist natures lure, wild shape and wild empathy
Feats Heighten Spell, Still Spell
Skills Diplomacy +6 (+5 ranks, +1 cha), Knowledge (Nature) +10 (+5 ranks, +1 int, +2 competence, +2 synergy), Search +5 (+4 ranks, +1 int), Spot +5 (+3 ranks, +2 wis), Survival +9 (+5 ranks, +2 wis, +2 competence), Swim +5 (+5 ranks).
Possessions +1 leather, +1 scimitar, potion of reduce person, 13 pp, 9 gp, 9 sp, 19 cp, 1918 gp in other assets.
Personal Info: Deity: None; Background: Adventurer, Ht: 6' 2", Wt: 326lbs, Hair: Black, Eyes: Dark Brown, Age: 24.
Half-orc Traits: Theraeip has darkvision 60 ft. He is considered orc blood for all special abilities and effects.
Nature Sense (Ex): Theraeip gains a +2 bonus on Knowledge (nature) and Survival checks (already figured in the skills above).
Spontaneous Casting: Theraeip can channel stored spell energy into summoning spells that he hasn't prepared ahead of time. He can 'lose' a prepared spell in order to cast any summon nature's ally spell of the same level or lower.
Woodland Stride (Ex): Theraeip may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.
Trackless Step (Ex): Theraeip leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired.
Resist Nature's Lure (Ex): Theraeip has a +4 bonus on saving throws against the spell-like abilities of fey.
Wild Shape (Su): Theraeip has the ability to turn himself into any small or medium animal and back again 1 time per day. His options for new forms include all creatures with the animal type. This ability functions like the polymorph spell, except as noted here. The effect lasts for 5 hours, or until he changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity.The form chosen must be that of an animal Theraeip is familiar with. Theraeip loses his ability to speak while in animal form because he is limited to the sounds that a normal, untrained animal can make, but he can communicate normally with other animals of the same general grouping as his new form. The new form's Hit Dice can't exceed 5.
Wild Empathy (Ex): Theraeip can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. Theraeip rolls 1d20 and adds 8 to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. (Theraeip can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.)
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Uniral CR5
Male Halfling Sorcerer 5
LG Small Humanoid
Init 1 (+1 Dex); Senses Listen +6, Spot +1
Languages Common, Halfling, Goblin, Gnome
AC 12, touch 12, flat-footed 11
hp 22 (5HD)
Fort +4 Ref +3 Will +6
Speed 20 ft. (4 squares)
Melee +1 shortspear +2 (1d4-1)
Space 5 ft.; Reach 5 ft.
Base Atk +2; Grp -4
Sorcerer Spells learned (CL 5, +0 melee touch, +3 ranged touch)
2nd (5/day)--alter self, summon monster II
1st (7/day)--enlarge person (DC 13/F), mage armor (DC 13/W), protection from evil (DC 13/W), protection from good (DC 13/W)
0 (6/day)--arcane mark, dancing lights, daze (DC 12/W), light, mending (DC 12/W), ray of frost
Abilities Str 6, Dex 12, Con 14, Int 14, Wis 12, Cha 15
SQ halfling traits and familiar
Feats Improved Unarmed Strike, Maximize Spell
Skills Hide +6 (+1 ranks, +1 dex, +4 size), Jump -3 (+3 ranks, -2 str, +2 racial, -6 speed), Knowledge (Arcana) +6 (+4 ranks, +2 int), Knowledge (Local) +3 (+1 ranks, +2 int), Listen +6 (+1 wis, +2 racial, +3 familiar), Move Silently +5 (+2 ranks, +1 dex, +2 racial), Spellcraft +10 (+8 ranks, +2 int).
Possessions +1 shortspear, oil of bless weapon, 15 pp, 15 gp, 8 sp, 18 cp, 2081 gp in other assets.
Personal Info: Deity: None; Background: Adventurer - Mage, Ht: 2' 11", Wt: 43lbs, Hair: Black, Eyes: Green, Age: 32.
Halfling Traits: Uniral has a +1 racial bonus on all saving throws, a +2 morale bonus on saving throws against fear, a +1 racial attack bonus with a thrown weapon, and a +2 racial bonus on Climb, Jump, Listen, and Move Silently checks (already figured into the statistics given above).
Uniral`s bat familiar: hp 11
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Waunnor CR5
Male Dwarf Fighter 4/Barbarian 1
CG Medium Humanoid
Init 2 (+2 Dex); Senses darkvision 60 ft.; Listen +0, Spot +0
Languages Common, Dwarven, Orc
AC 17, touch 10, flat-footed 17
hp 49 (5HD)
Fort +9 Ref +3 Will +1
Speed 30 ft. (6 squares)
Melee +1 greataxe +9 (1d12+6/x3)
Space 5 ft.; Reach 5 ft.
Base Atk +5; Grp +7
Special Atk rage 1/day
Abilities Str 15, Dex 14, Con 16, Int 12, Wis 10, Cha 6
SQ darkvision 60 ft., dwarven traits and fast movement
Feats Blind-Fight, Dodge, Power Attack, Weapon Focus (greataxe), Weapon Specialization (greataxe)
Skills Appraise +3 (+2 ranks, +1 int), Concentration +7 (+4 ranks, +3 con), Craft (Armorsmithing) +7 (+2 ranks, +1 int, +4 racial), Craft (Weaponsmithing) +4 (+1 ranks, +1 int, +2 racial), Handle Animal +4 (+6 ranks, -2 cha), Heal +2 (+2 ranks), Intimidate +4 (+6 ranks, -2 cha), Jump -3 (+1 ranks, +2 str, -6 acp), Knowledge (Architecture and Engineering) +3 (+2 ranks, +1 int), Knowledge (Dungeoneering) +3 (+2 ranks, +1 int), Ride +5 (+1 ranks, +2 dex, +2 synergy).
Possessions mwk half-plate, +1 greataxe, potion of greater magic fang +4, 15 pp, 20 gp, 8 sp, 21 cp, 1783 gp in other assets.
Personal Info: Deity: None; Background: Adventurer, Ht: 4' 1", Wt: 154lbs, Hair: Dark brown, Eyes: Brown, Age: 74.
Rage (Ex): The following changes are in effect as long as Waunnor rages:
AC 15, touch 8, flat 15
hp 59 (5HD)
Fort +11 Will +3
Melee +1 greataxe +11 (1d12+9/x3)
Base Atk +5 Grp +9
Abilities Str 19, Con 20
Skills Jump -1 (+1 ranks, +4 str, -6 acp).
His fit of rage lasts for 8 rounds, though he may voluntarily end it prematurely. After raging, he is fatigued (-2 Strength, -2 Dexterity, can't charge or run) for the duration of that encounter. Waunnor can fly into a rage only once per encounter and only one time per day. Entering a rage takes no time by itself, but Waunnor can do it only during his action, not in response to someone else's action.
Dwarven Traits: Dwarves have stonecunning, which grants them a +2 racial bonus on search checks to notice unusual stonework. A dwarf who merely comes within 10 feet of it can make a search check as if actively searching.
When standing on ground, dwarves are exceptionally stable and have a +4 bonus on ability checks to resist bulls rush or tripped. They have a +1 racial bonus on attacks against orcs and goblinoids. Dwarves have a +4 racial bonus to Armor Class against giants.
Waunnor treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
Conditional Adjustments: Dwarves have a +2 racial Bonus on saving throws against spells and spell-like effects, +2 racial bonus on saving throws against poison, +2 racial bonus on all appraisal checks stone and metal related.
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Cwyr CR5
Male Elf Ranger 2/Rogue 3
LG Medium Humanoid
Init 4 (+4 Dex); Senses low-light vision; Listen +14, Spot +14
Languages Common, Elven, Goblin
AC 16, touch 14, flat-footed 12
hp 30 (5HD)
Immune to sleep
Fort +5 Ref +7 Will +3
Speed 30 ft. (6 squares)
Melee mwk short sword +8 (1d6+1/19-20) and mwk short sword +7 (1d6+1/19-20)
Space 5 ft.; Reach 5 ft.
Base Atk +4; Grp +5
Special Atk sneak attack +2d6
Abilities Str 13, Dex 19, Con 12, Int 13, Wis 14, Cha 10
SQ low-light vision, immunity to sleep, elf traits, low-light vision, favored enemy (goblinoids +2), wild empathy, trapfinding, evasion and trap sense +1
Feats Track, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (short sword)
Skills Bluff +5 (+5 ranks), Decipher Script +8 (+7 ranks, +1 int), Intimidate +8 (+6 ranks, +2 synergy), Knowledge (History) +5 (+4 ranks, +1 int), Listen +14 (+8 ranks, +2 wis, +4 racial), Search +13 (+8 ranks, +1 int, +4 racial), Sense Motive +10 (+8 ranks, +2 wis), Spot +14 (+8 ranks, +2 wis, +4 racial), Survival +7 (+5 ranks, +2 wis), Tumble +12 (+8 ranks, +4 dex), Use Rope +12 (+8 ranks, +4 dex).
Possessions +1 padded, mwk short sword, mwk short sword, oil of greater magic weapon +2, 8 pp, 23 gp, 7 sp, 18 cp, 2983 gp in other assets.
Personal Info: Deity: None; Background: Scout, Ht: 5' 5", Wt: 157lbs, Hair: Black, Eyes: Green, Age: 144.
Sneak Attack (Ex): Any time Cwyr's opponent is denied his Dexterity bonus to AC, or if a he flanks his opponent, he deals an extra 2d6 points of damage.
Elf Traits: Cwyr is immune to magic sleep spells and effects and has a +2 racial bonus on saves against enchantment spells or effects. He has low-light vision (can see twice as far as a human in low-light conditions) and is entitled to a Search check when within 5 feet of a secret or concealed door as though actively looking for it. As an elf, he has Martial Weapon Proficiency (composite longbow, composite shortbow, longbow, longsword, and rapier) as bonus feats and a +2 racial bonus on Listen, Spot, and Search checks (already figured into the statistics given above).
Favored Enemy (Ex): Cwyr has selected Goblinoids as favored enemies. He gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against Goblinoids. Likewise, he gets a +2 bonus on weapon damage rolls against Goblinoids.
Wild Empathy (Ex): Cwyr can use body language, vocalizations, and demeanor to improve the attitude of an animal. This ability functions just like a Diplomacy check made to influence the attitude of a person, but Cwyr's modifier to the die roll is +1. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, Cwyr must be able to study the animal and it him, so they must be within 30 feet of each other under normal conditions. Generally an attempt takes 1 minute. Cwyr can also use this ability to influence the attitude of a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.
Trapfinding: Cwyr can use the Search skill to find traps with Search DCs higher than 20.
Evasion (Ex): If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, Cwyr takes no damage with a successful saving throw.
Trap Sense (Ex): Cwyr has a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks by traps.
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Leglith CR3
Male Kobold Rogue 1/Sorcerer 5
NG Small Humanoid (Reptilian)
Init 4 (+4 Dex); Senses darkvision 60 ft.; Listen +5, Spot +1
Languages Draconic, Common, Undercommon
AC 19, touch 15, flat-footed 15
hp 30 (6HD)
Fort +5 Ref +8 Will +4
Speed 30 ft. (6 squares)
Melee +1 club +1 (1d4) and +1 light mace +1 (1d4+2)
Space 5 ft.; Reach 5 ft.
Base Atk +2; Grp -3
Special Atk sneak attack +1d6
Sorcerer Spells learned (CL 5, +1 melee touch, +6 ranged touch)
2nd (4/day)--flaming sphere (DC 13/R), scorching ray
1st (7/day)--magic aura, protection from chaos (DC 12/W), reduce person (DC 12/F), silent image (DC 12/W)
0 (6/day)--dancing lights, daze (DC 11/W), flare (DC 11/F), mage hand, read magic, resistance (DC 11/W)
Abilities Str 9, Dex 19, Con 15, Int 16, Wis 12, Cha 13
SQ darkvision 60 ft., light sensitivity, trapfinding and familiar
Feats Improved Counterspell, Skill Focus (Use Magic Device), Two-Weapon Fighting
Skills Bluff +7 (+6 ranks, +1 cha), Concentration +10 (+8 ranks, +2 con), Craft (trapmaking) +6 (+4 ranks, +2 racial), Decipher Script +7 (+4 ranks, +3 int), Diplomacy +7 (+4 ranks, +1 cha, +2 synergy), Disguise +5 (+4 ranks, +1 cha), Escape Artist +8 (+4 ranks, +4 dex), Forgery +7 (+4 ranks, +3 int), Gather Information +5 (+4 ranks, +1 cha), Hide +12 (+4 ranks, +4 dex, +4 size), Listen +5 (+4 ranks, +1 wis), Open Lock +8 (+4 ranks, +4 dex), Profession (miner) +10 (+8 ranks, +2 racial), Search +7 (+4 ranks, +3 int), Tumble +8 (+4 ranks, +4 dex), Use Magic Device +8 (+4 ranks, +1 cha, +3 skill focus).
Possessions +1 leather, +1 light mace, +1 club, oil of flame arrow, potion of barkskin +2, 4 pp, 15 gp, 6 sp, 10 cp, 478 gp in other assets.
Personal Info: Deity: None; Background: Adventurer - Mage, Ht: 3' 4", Wt: 35, Scales: Brown, Eyes: Red, Age: 18.
Sneak Attack (Ex): Any time Leglith's opponent is denied his Dexterity bonus to AC, or if a he flanks his opponent, he deals an extra 1d6 points of damage.
Light Sensitivity (Ex): Kobolds are dazzled in bright sunlight or within the radius of daylight spell.
Trapfinding: Leglith can use the Search skill to find traps with Search DCs higher than 20.
Leglith`s hawk familiar: hp 15
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Ediramas CR5
Male Halfling Ranger 5
NG Small Humanoid
Init 4 (+4 Dex); Senses Listen +8, Spot +4
Languages Common, Halfling, Orc
AC 19, touch 15, flat-footed 15
hp 24 (5HD)
Fort +6 Ref +6 Will +3
Speed 20 ft. (4 squares)
Melee +1 spear +8 (1d6+2/x3)
Ranged +1 composite longbow with +1 arrow +11 (1d6+1/x3)
Space 5 ft.; Reach 5 ft.
Base Atk +5; Grp +2
Abilities Str 13, Dex 19, Con 13, Int 13, Wis 12, Cha 11
SQ halfling traits, favored enemy (humanoids(goblins) +4, plants +2) and wild empathy
Feats Combat Expertise, Endurance, Mounted Combat, Rapid Shot, Track
Skills Climb +10 (+7 ranks, +1 str, +2 racial), Jump +4 (+7 ranks, +1 str, +2 racial, -6 speed), Listen +8 (+5 ranks, +1 wis, +2 racial), Move Silently +11 (+5 ranks, +4 dex, +2 racial), Ride +7 (+3 ranks, +4 dex), Search +3 (+2 ranks, +1 int), Spot +4 (+3 ranks, +1 wis), Use Magic Device +4 (+4 ranks).
Possessions +1 studded leather, +1 composite longbow with 24 +1 arrows, +1 spear, potion of cure serious wounds, 19 pp, 9 gp, 3 sp, 12 cp, 3433 gp in other assets.
Personal Info: Deity: None; Background: Adventurer, Ht: 3' 1", Wt: 45lbs, Hair: Black, Eyes: Green, Age: 39.
Halfling Traits: Ediramas has a +1 racial bonus on all saving throws, a +2 morale bonus on saving throws against fear, a +1 racial attack bonus with a thrown weapon, and a +2 racial bonus on Climb, Jump, Listen, and Move Silently checks (already figured into the statistics given above).
Favored Enemy (Ex): Ediramas has selected Humanoids(goblins) and Plants as favored enemies. He gains a +4 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against Humanoids(goblins). Likewise, he gets a +4 bonus on weapon damage rolls against Humanoids(goblins). He gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against Plants. Likewise, he gets a +2 bonus on weapon damage rolls against Plants.
Wild Empathy (Ex): Ediramas can use body language, vocalizations, and demeanor to improve the attitude of an animal. This ability functions just like a Diplomacy check made to influence the attitude of a person, but Ediramas's modifier to the die roll is +1. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, Ediramas must be able to study the animal and it him, so they must be within 30 feet of each other under normal conditions. Generally an attempt takes 1 minute. Ediramas can also use this ability to influence the attitude of a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.
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Qendagan CR5
Male Half-Orc Fighter 5
N Medium Humanoid
Init 4 (+4 Improved Initiative); Senses darkvision 60 ft.; Listen +1, Spot +0
Languages Common, Orc
AC 21, touch 10, flat-footed 21
hp 49 (5HD)
Fort +6 Ref +1 Will +1
Speed 20 ft. (4 squares)
Melee mwk warhammer +12 (1d8+5/x3) or +1 greatsword +12 (2d6+8/19-20)
Space 5 ft.; Reach 5 ft.
Base Atk +5; Grp +10
Abilities Str 21, Dex 10, Con 14, Int 11, Wis 10, Cha 6
SQ darkvision 60 ft. and half-orc traits
Feats Improved Initiative, Improved Sunder, Power Attack, Weapon Focus (greatsword and warhammer)
Skills Concentration +3 (+1 ranks, +2 con), Intimidate +4 (+6 ranks, -2 cha), Jump +3 (+4 ranks, +5 str, -6 acp), Listen +1 (+1 ranks), Search +1 (+1 ranks).
Possessions mwk full plate, +1 heavy wooden shield, +1 greatsword, mwk warhammer, potion of neutralize poison, 14 pp, 12 gp, 6 sp, 12 cp, 3433 gp in other assets.
Personal Info: Deity: None; Background: Adventurer, Ht: 6' 5", Wt: 378lbs, Hair: Black, Eyes: Dark Brown, Age: 20.
Half-orc Traits: Qendagan has darkvision 60 ft. He is considered orc blood for all special abilities and effects.