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Old School Nefarium - Road to Adventure Link (1/20/16)
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<blockquote data-quote="Mark Chance" data-source="post: 4997357" data-attributes="member: 2795"><p><strong>The Scion Squad</strong></p><p></p><p><span style="color: limegreen">This is a group of pre-gen characters I did up for a recent one-shot. With a little tweaking, they could easily be a party of NPCs to challenge your players.</span></p><p></p><p>[sblock=The Scion Squad]</p><p>You are one of the Scion Squad, a band of heroes all of whom possess a bloodline leading back to a mighty creature. You wander the land, looking for adventures, righting wrongs, and defending the defenseless. Many evildoers have learned to fear your team's battle cry: "Scion Squad! Strike!"</p><p></p><p>The Scion Squad includes:</p><p></p><p><strong>Wink Silvertongue</strong>, a half-elf beguiler with a fey bloodline. Wink is the squad's negotiator, infiltrator, and wielder of enchanting magics. Those who can't be won over by Wink's smooth words often succumb to his will-crushing spells.</p><p></p><p><strong>Grusty Gurston</strong>, a dwarf copper dragon shaman with a storm giant bloodline. Grusty swings a mean heavy mace, making him a fear-inspiring fighter. He uses his draconic auras to assist the Scions in their quests.</p><p></p><p><strong>Badger Burrowshield</strong>, a gnome druid with a celestial bloodline. Badger not only commands druidic magics, but can shapeshift into his namesake, becoming a savage ball of fur and fangs.</p><p></p><p><strong>Thok of the Jungle</strong>, a jungle orc ranger with a titan bloodline. Thok is a hunter par excellence, whether using his spear or his powerful composite longbow. Thok's stealth matches Wink's, making the pair ideal scouts.</p><p></p><p><strong>Byl Leebat Sün</strong>, a young lizardfolk <a href="http://www.giantitp.com/articles/mYkD5jL8N9SAcClN3pZ.html" target="_blank">champion</a> with a djinni bloodline. Although he is still an adolescent, Byl is one of the most knowledgeable of the Scions. Also, when he hisses the magic word, Byl transforms into the sensational <strong>Scaly Avenger</strong>!</p><p></p><p><strong>Sir Oliver Shortshanks</strong>, a halfling knight with a gold dragon bloodline. Sir Oliver is the scion's leader and most skillful fighter. Sir Oliver is always ready to meet any challenge on the field of battle.[/sblock]</p><p>[sblock=Wink Silvertongue, half-elf beguiler 4]</p><p>Medium humanoid</p><p><strong>Major Bloodline</strong> fey</p><p><strong>Init</strong> +2; <strong>Senses</strong> low-light vision, Listen +11, Spot +4</p><p><strong>Languages</strong> Common, Draconic, Gnome, Elven, Sylvan</p><p>-----</p><p><strong>AC</strong> 16 (+2 Dex, +4 armor), touch 12, flat-footed 14</p><p><strong>hp</strong> 20 (4 HD)</p><p><strong>Immune</strong> <em>sleep</em></p><p><strong>Fort</strong> +2, <strong>Ref</strong> +3, <strong>Will</strong> +9; +2 racial bonus against enchantment spells or effects</p><p>-----</p><p><strong>Speed</strong> 30 ft. (6 squares)</p><p><strong>Melee</strong> masterwork rapier +3 (1d6/18-20), or</p><p><strong>Ranged</strong> masterwork hand crossbow +5 (1d4/19-20, range increment 30 ft.), or</p><p><strong>Ranged</strong> masterwork hand crossbow +5 with +1 distance bolt (1d4+1/19-20, range increment 60 ft.)</p><p><strong>Space</strong> 5 ft.; <strong>Reach</strong> 5 ft.</p><p><strong>Base Atk</strong> +2; <strong>Grp</strong> +2</p><p><strong>Special Attacks</strong> cloaked casting (+1 DC), surprise casting</p><p>-----</p><p><strong>Spell-Like Ability (CL 4th):</strong></p><p><span style="color: black">...</span>1/day - <em>charm animals</em> (Will 14 negates)</p><p><strong>Spells per Day (4/7/6):</strong></p><p><span style="color: black">...</span>2nd - <em>blinding color surge</em> (Will 15 negates), <em>blur, daze monster</em> (Will 16 negates), <em>detect thoughts</em> (Will 15 negates), <em>fog cloud, glitterdust</em> (Will 15 negates), <em>hypnotic pattern</em> (Will 15 negates), <em>invisibility, knock, minor image</em> (Will 15 disbelief), <em>mirror image, misdirection, see invisibility, silence, spider climb, stay the hand</em> (Will 16 negates), <em>touch of idiocy, vertigo</em> (Will 15 disbelief), <em>whelming blast</em> (Will 16 negates)</p><p><span style="color: black">...</span>1st - <em>charm person</em> (Will 15 negates), <em>color spray</em> (Will 14 negates), <em>comprehend languages, detect secret doors, disguise self, expeditious retreat, hypnotism</em> (Will 15 negates), <em>mage armor, obscuring mist, rouse, serene visage, silent image</em> (Will 14 disbelief), <em>sleep</em> (Will 15 negates), <em>undetectable alignment, whelm</em> (Will 15 negates)</p><p><span style="color: black">...</span>0 - <em>dancing lights, daze</em> (Will 14 negates), <em>detect magic, ghost sound</em> (Will 13 disbelief), <em>message, open/close, read magic</em></p><p>-----</p><p><strong>Abilities</strong> Str 10, Dex 14, Con 12, Int 17, Wis 16, Cha 16</p><p><strong>SQ</strong> advanced learning, armored mage (light), elven blood, trapfinding</p><p><strong>Feats</strong> Iron Will (B), Rapid Reload (hand crossbow), Spell Focus (enchantment)</p><p><strong>Skills (Ranks)</strong> Bluff +10 (7), Concentration +8 (7), Diplomacy +7 (0), Disable Device +10 (7), Gather Information +5 (0), Hide +10 (7), Intimidate +5 (0), Knowledge (arcana) +10 (7), Listen +11 (7), Move Silently +13 (7), Open Lock +8 (7), Search +11 (7), Spot +4 (0)</p><p><strong>Armor Check Penalty</strong> -1 (already included where applicable)</p><p><strong>Possessions</strong> <em>+1 distance bolts</em> (x10), <em>boots of elvenkind, potion of enlarge person</em>, masterwork rapier, masterwork hand crossbow, masterwork chain shirt</p><p>-----</p><p><strong>Armored Mage:</strong> No arcane spell failure in light armor.</p><p></p><p><strong>Cloaked Casting:</strong> Against a target who would be denied his Dexterity bonus, gain a +1 bonus to the spell's save DC.</p><p></p><p><strong>Surprise Casting:</strong> You can use Bluff to feint in melee combat to gain cloaked casting bonus, but you must remain within melee range.</p><p></p><p><strong>Advanced Learning:</strong> You added <em>serene visage</em> to your spell list.</p><p>[/sblock]</p><p>[sblock=Grusty Gortson, dwarf copper dragon shaman 4]</p><p>Medium humanoid</p><p><strong>Major Bloodline</strong> storm giant</p><p><strong>Init</strong> +1; <strong>Senses</strong> darkvision 60 ft., Listen +3, Spot +3</p><p><strong>Languages</strong> Common, Dwarven, Gnome, Orc</p><p>-----</p><p><strong>AC</strong> 17 (+1 Dex, +1 natural, +5 armor), touch 11, flat-footed 16; +4 dodge bonus vs. giants</p><p><strong>hp</strong> 42 (4 HD)</p><p><strong>Immune</strong> dragon's frightful presence, paralysis, <em>sleep</em></p><p><strong>Fort</strong> +8, <strong>Ref</strong> +2, <strong>Will</strong> +7; +2 racial bonus vs. poison, spells, and spell-like abilities</p><p>-----</p><p><strong>Speed</strong> 20 ft. (4 squares)</p><p><strong>Melee</strong> (used two-handed) masterwork heavy mace +8 (1d8+6), or</p><p><strong>Melee</strong> (used two-handed with Power Attack) masterwork heavy mace +5 (1d8+12 plus Intimidating Strike), or</p><p><strong>Ranged</strong> masterwork heavy crossbow +5 (1d10/19-20, 120 ft. range increment), or</p><p><strong>Ranged</strong> masterwork heavy crossbow +7 (1d10+2 plus Will DC 14 within 20 ft. of bolt's path or shaken/19-20, 120 ft. range increment)</p><p><strong>Space</strong> 5 ft.; <strong>Reach</strong> 5 ft.</p><p><strong>Base Atk</strong> +3; <strong>Grp</strong> +7; +4 to resist being bull rushed or tripped</p><p><strong>Special Attacks</strong> +1 racial bonus on attack rolls vs. orcs and goblinoids, breath weapon (2d6 acid, 30-ft. line; Ref 16 half)</p><p>-----</p><p><strong>Draconic Auras</strong> energy shield, power, senses, vigor</p><p><strong>Spell-Like Ability (CL 4th):</strong></p><p><span style="color: black">...</span>At will - <em>spider climb</em></p><p>-----</p><p><strong>Abilities</strong> Str 18, Dex 12, Con 18, Int 14, Wis 16, Cha 8</p><p><strong>SQ</strong> draconic aura +1, stability, stonecunning, weapon familiarity</p><p><strong>Feats</strong> Intimidating Strike, Leap of the Heavens, Power Attack (B), Skill Focus (Jump) (B)</p><p><strong>Skills (Ranks)</strong> Appraise +2 (+4 related to stone or metal) (0), Climb +10 (7), Hide +5 (7), Intimidate +6 (7), Jump +10 (+15 with 20-ft. move) (7), Search +2 (+4 to notice unusual stonework) (0)</p><p><strong>Armor Check Penalty</strong> -3 (already included where applicable)</p><p>-----</p><p><strong>Possessions</strong> <em>+1 scale mail of jumping, oil of magic weapon, potion of neutralize poison, screaming bolt</em>, masterwork heavy mace, masterwork heavy crossbow, 9 crossbow bolts</p><p>-----</p><p><strong>Breath Weapon:</strong> You must wait 1d4 rounds between uses of your breath weapon.</p><p></p><p><strong>Draconic Aura:</strong> You can project one aura in a 30-ft. radius as a swift action.</p><p></p><p>* Energy Shield: Any creature striking you or your ally with a natural attack or nonreach melee weapon is dealt 2 points of acid damage.</p><p></p><p>* Power: +1 bonus on melee damage rolls.</p><p></p><p>* Senses: +1 bonus on Listen, Spot, and initiative checks.</p><p></p><p>* Vigor: Fast healing 1, but only for those below one-half full normal hit points.</p><p></p><p><strong>Intimidating Strike:</strong> If your Power Attack hits, make an Intimidate check against foe with a +3 bonus opposed by the foe's modified level check (1d20 + character level or Hit Dice + target’s Wisdom bonus [if any] + target’s modifiers on saves against fear). If you succeed, the foe is shaken for the encounter. A shaken foe takes a -2 penalty on attack rolls, ability checks, and saving throws.</p><p></p><p><strong>Leap of the Heavens:</strong> Jump check DCs not doubled if you fail to move 20 feet in a straight line prior to jumping.[/sblock]</p><p>[sblock=Sir Oliver Shortshanks, halfling knight 4]</p><p>Small humanoid</p><p><strong>Major Bloodline</strong> gold dragon</p><p><strong>Init</strong> +3; <strong>Senses</strong> low-light vision, Listen +4, Spot +2</p><p><strong>Languages</strong> Common, Halfling, Gnome</p><p>-----</p><p><strong>AC</strong> 22 (+1 size, +3 Dex, +5 armor, +3 shield), touch 14, flat-footed 19; shield block +1</p><p><strong>hp</strong> 43 (4 HD)</p><p><strong>Resist</strong> fire 5</p><p><strong>Fort</strong> +5, <strong>Ref</strong> +5, <strong>Will</strong> +5; +2 morale bonus vs. fear</p><p>-----</p><p><strong>Speed</strong> 20 ft. (4 squares)</p><p><strong>Melee</strong> masterwork longsword +9 (1d6+3/19-20), or</p><p><strong>Ranged Touch</strong> alchemist fire +10 (1d6+1 fire plus 1 point in a 5-ft. radius, 10 ft. range increment), or</p><p><strong>Ranged Touch</strong> tanglefoot bag +9 (DC 15 Reflex or entangled, 10 ft. range increment), or</p><p><strong>Ranged</strong> (vs. AC 5) thunderstone +9 (DC 15 Fortitude or deafened in a 20-ft.-radius spread, 20 ft. range increment)</p><p><strong>Space</strong> 5 ft.; <strong>Reach</strong> 5 ft.</p><p><strong>Base Atk</strong> +4; <strong>Grp</strong> +3</p><p><strong>Special Attacks</strong> +1 attack rolls with slings and thrown weapons, bulwark of defense, fighting challenge +1, test of mettle</p><p>-----</p><p><strong>Abilities</strong> Str 16, Dex 16, Con 16, Int 12, Wis 10, Cha 16</p><p><strong>SQ</strong> armor mastery (medium)</p><p><strong>Feats</strong> Alertness (B), Grenadier, Mad Alchemist, Step Up (B)</p><p><strong>Skills (Ranks)</strong> Climb +1 (0), Craft (alchemy) +7 (6), Diplomacy +5 (0), Handle Animal +8 (5), Hide +3 (0), Jump -1 (0), Knowledge (nobility and royalty) +6 (5), Listen +4 (0), Move Silently +1 (0), Ride +6 (5), Sense Motive +2 (0), Spot +2 (0)</p><p><strong>Armor Check Penalty</strong> -4 (already included where applicable)</p><p>-----</p><p><strong>Possessions</strong> <em>+1 heavy steel shield, gauntlet of fire blades</em> (5 uses of <em>blades of fire</em> per day), <em>potion of cure moderate wounds, potion of heroism</em>, masterwork longsword, masterwork breastplate, alchemist fire (x4), tanglefoot bag (x4), thunderstone (x4)</p><p>-----</p><p><strong>Bulwark of Defense:</strong> A foe who begins his turn in a square you threaten treats all squares you threaten as difficult terrain.</p><p></p><p><strong>Knight's Challenge:</strong> 5/day, with the following options.</p><p></p><p>* Fighting Challenge: Challenge a single foe with an Intelligence 5+, a language, and a CR greater than 2. Gain a +1 morale bonus on Will saves, attack rolls, and damage rolls against this foe. Duration: 8 rounds.</p><p></p><p>* Test of Mettle: Challenge all enemies that have a language, an Intelligence 5+, and CR 2+. They must have line of sight and be within 100 feet. Potential targets must make a DC 15 Will save or attack you in preference to other targets. Duration: 8 rounds.</p><p></p><p><strong>Mad Alchemist:</strong> Grants access to three special tactical maneuvers.</p><p></p><p>* Distracting Blast: Ready action to throw a thunderstone. If foe was casting a spell, oppose your Craft (alchemy) check with his Concentration check; if you win, his spell is ruined. Otherwise, oppose your Craft (alchemy) check against you foe's Will save. If you succeed, foe suffers a -2 penalty on attack rolls and saving throws until the beginning of your next turn.</p><p></p><p>* Fiery Blaze: Strike a foe with alchemist's fire. On your next turn, strike that same foe with a spell or weapon attack that deal's fire damage. If this attack hits, your foe takes an extra 1d6 points of fire damage and catches on fire if not already.</p><p></p><p>* Tanglefoot Defense: Tear open a tanglefoot bag as a standard action to transform one adjacent square of clear terrain into difficult terrain. Lasts 10 minutes.</p><p></p><p><strong>Shield Block:</strong> Choose a single foe. Your shield bonus to AC is +1 against this foe.</p><p></p><p><strong>Step Up:</strong> Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.</p><p>[/sblock]</p><p>[sblock=Badger Burrowshield, gnome druid 4]</p><p>Small humanoid</p><p><strong>Major Bloodline</strong> celestial</p><p><strong>Init</strong> +3; <strong>Senses</strong> low-light vision, Listen +8, Spot +6</p><p><strong>Languages</strong> Common, Druidic, Gnome</p><p>-----</p><p><strong>AC</strong> 17 (+1 size, +3 Dex, +2 armor, +1 shield), touch 14, flat-footed 14; +4 dodge vs. giants</p><p><strong>hp</strong> 33 (4 HD)</p><p><strong>Fort</strong> +7, <strong>Ref</strong> +4, <strong>Will</strong> +8; +2 vs. illusions, +4 bonus vs. spell-like abilities of fey creatures</p><p>-----</p><p><strong>Speed</strong> 20 ft. (4 squares)</p><p><strong>Melee</strong> sickle +7 (1d4+2), or</p><p><strong>Melee</strong> bite +10 (1d4+7), or</p><p><strong>Ranged</strong> sling +7 (1d3+2, 50 ft. range increment), or</p><p><strong>Ranged</strong> sling +8 (1d3+3 plus 1d6 electricity, 50 ft. range increment)</p><p><strong>Space</strong> 5 ft.; <strong>Reach</strong> 5 ft.</p><p><strong>Base Atk</strong> +3; <strong>Grp</strong> +1</p><p><strong>Special Attacks</strong> +1 racial attack bonus vs. kobolds and goblinoids, shapeshift (badger form)</p><p><strong>Spell-Like Abilities (CL 4th):</strong></p><p><span style="color: black">...</span>1/day - <em>dancing lights, ghost sound</em> (Will 12 disbelief), <em>prestidigitation, protection from evil, speak with animals</em></p><p><strong>Spells per Day (3/4/5):</strong></p><p><span style="color: black">...</span>2nd level - <em>barkskin, bear's endurance, mass snake's swiftness</em></p><p><span style="color: black">...</span>1st level - <em>cure light wounds</em> (x2), <em>entangle</em> (Ref 15 partial), <em>slow burn</em></p><p><span style="color: black">...</span>0 level - <em>flare</em> (Fort DC 14), <em>guidance</em> (x2), <em>light, read magic</em></p><p>-----</p><p><strong>Abilities</strong> Str 14, Dex 16, Con 16, Int 10, Wis 18, Cha 12</p><p><strong>SQ</strong> nature sense, spontaneous rejuvenation, wild empathy +5, trackless step, weapon familiarity, woodland stride</p><p><strong>Feats</strong> Alertness (B), Close-Quarters Fighting, Weapon Focus (bite)</p><p><strong>Skills (Ranks)</strong> Concentration +10 (7), Craft (alchemy) +2 (0), Heal +11 (7), Hide +7 (0), Listen +8 (0), Knowledge (nature) +11 (7), Sense Motive +6 (0), Spot +6 (0), Survival +11 (+13 in aboveground natural environments) (7)</p><p><strong>Armor Check Penalty</strong> -0</p><p>-----</p><p><strong>Possessions</strong> <em>potion of rage, +1 thundering shock sling bullets</em> (x10), <em>wand of detect magic</em>, scroll (<em>summon nature's ally II</em>), masterwork sickle, sling, leather armor, masterwork light wooden shield</p><p>-----</p><p><strong>Badger Form:</strong> swift action to transform; gain these: bite attack (considered magic for purposes of overcoming DR), Str 18, AC 18 (+1 size, +3 Dex, +4 natural), base speed 50 ft. (10 squares), Mobility feat (+4 dodge bonus to AC to avoid attacks of opportunity). You cannot cast spells or speak in badger form. All your equipment melds into your new form.</p><p></p><p><strong>Close-Quarters Fighting:</strong> Always get an attack of opportunity when a foe tries to grapple you. If foe doesn't have Improved Grapple or improved grab, success foils the grapple. Otherwise, add damage dealt to your opposed check to resist being grappled.</p><p></p><p><strong>Spontaneous Rejuvenation:</strong> Spend a standard action and sacrifice a prepared spell. Allies within 30 feet (including you) gain fast healing for 3 rounds. The fast healing amount equals the spell's level. This doesn't stack with other sources of fast healing.[/sblock]</p><p>[sblock=Thok of the Jungle, jungle orc ranger 4]</p><p>Medium humanoid</p><p><strong>Major Bloodline</strong> titan</p><p><strong>Init</strong> +3; <strong>Senses</strong> low-light vision, Listen +8, Spot +8</p><p><strong>Languages</strong> Common, Gnome, Orc</p><p>-----</p><p><strong>AC</strong> 19 (+3 Dex, +6 armor), touch 13, flat-footed 16</p><p><strong>hp</strong> 37 (4 HD)</p><p><strong>Weakness</strong> light sensivity</p><p><strong>Fort</strong> +8, <strong>Ref</strong> +7, <strong>Will</strong> +2</p><p>-----</p><p><strong>Speed</strong> 30 ft. (6 squares)</p><p><strong>Melee</strong> (used two-handed) masterwork spear +7 (1d8+3/x3), or</p><p><strong>Melee</strong> (used two-handed with Power Attack) spear +3 (1d8+11/x3), or</p><p><strong>Ranged</strong> mighty composite longbow +8 (1d8+2/x3, 110 ft. range increment), or</p><p><strong>Ranged</strong> (Rapid Shot) mighty composite longbow +6/+6 (1d8+2/x3, 110 ft. range increment)</p><p><strong>Space</strong> 5 ft.; <strong>Reach</strong> 5 ft.</p><p><strong>Base Atk</strong> +4; <strong>Grp</strong> +6</p><p><strong>Special Attacks</strong> distracting attack, favored enemy (goblinoids)</p><p>-----</p><p><strong>Spell-Like Ability (CL 4th):</strong></p><p><span style="color: black">...</span>1/day - <em>levitate</em></p><p><strong>Spells per Day (1):</strong></p><p><span style="color: black">...</span>1st - <em>arrow mind</em></p><p>-----</p><p><strong>Abilities</strong> Str 15, Dex 16, Con 18, Int 10, Wis 12, Cha 13</p><p><strong>SQ</strong> wild empathy +5</p><p><strong>Feats</strong> Endurance (B), Favored Power Attack, Point Blank Shot, Power Attack (B), Rapid Shot (B), Track (B)</p><p><strong>Skills (Ranks)</strong> Heal +3 (0), Hide +9 (7), Jump +9 (6), Knowledge (nature) +3 (1), Listen +8 (7), Move Silently +9 (7), Spot +8 (7), Survival +9 (6)</p><p><strong>Armor Check Penalty</strong> -1 (already included where applicable)</p><p>-----</p><p><strong>Possessions</strong> <em>+2 chain shirt, potion of aid</em>, masterwork spear, mighty composite longbow, 40 arrows in two quivers</p><p>-----</p><p><strong>Distracting Attack:</strong> Whenever you hit an enemy with an attack, that enemy is considered flanked by you until the enemy is attacked by one of your allies or until the start of your next turn, whichever comes first.</p><p></p><p><strong>Favored Enemy:</strong> +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival, and +2 bonus on weapon damage</p><p></p><p><strong>Favored Enemy Power Attack:</strong> Damage with Power Attack spear against a favored enemy is 1d8+17 (including favored enemy bonus).</p><p></p><p><strong>Point Blank Shot:</strong> Add +1 to attack and damage rolls with bow within 30 feet.[/sblock]</p><p>[sblock=Byl Leebat Sün, young lizardfolk champion 4 (normal form)]</p><p>Small humanoid (reptilian)</p><p><strong>Major Bloodline</strong> djinni</p><p><strong>Init</strong> +5; <strong>Senses</strong> low-light vision, Listen +4, Spot +4</p><p><strong>Languages</strong> Common, Draconic, Gnome</p><p>-----</p><p><strong>AC</strong> 20 (+1 size, +1 Dex, +1 deflection, +3 natural armor, +4 armor), touch 13, flat-footed 18</p><p><strong>hp</strong> 29 (4 HD)</p><p><strong>Resist</strong> acid 5</p><p><strong>Fort</strong> +4, <strong>Ref</strong> +3, <strong>Will</strong> +11</p><p>-----</p><p><strong>Speed</strong> 20 ft. (4 squares)</p><p><strong>Melee</strong> masterwork longspear +6 (1d6/x3), or</p><p><strong>Melee</strong> 2 claws +4 (1d3) and bite -1 (1d3), or</p><p><strong>Ranged</strong> masterwork light crossbow +6 (1d6/19-20, 80 ft. range increment)</p><p><strong>Space</strong> 5 ft.; <strong>Reach</strong> 5 ft. (10 ft. with longspear)</p><p><strong>Base Atk</strong> +3; <strong>Grp</strong> -1</p><p><strong>Special Attacks</strong> avatar (1/day for 4 minutes), retribution strike (1/day)</p><p>-----</p><p><strong>Spells per Day (1):</strong></p><p><span style="color: black">...</span>1st - <em>remove fear</em></p><p><strong>Domain:</strong> Retribution.</p><p>-----</p><p><strong>Abilities</strong> Str 10, Dex 13, Con 15, Int 12, Wis 18, Cha 16</p><p><strong>SQ</strong> hold breath</p><p><strong>Feats</strong> Combat Reflexes, Improved Initiative (B), Iron Will (B), Weapon Focus (longspear)</p><p><strong>Skills (Ranks)</strong> Balance +4 (0), Concentration +11 (7), Jump -3 (0), Knowledge (religion) +8 (7), Knowledge (the planes) +8 (7), Spellcraft +8 (7), Survival +4 (+6 on other planes) (0), Swim +10 (7)</p><p><strong>Armor Check Penalty</strong> -1 (already included where applicable)</p><p>-----</p><p><strong>Possessions</strong> <em>cloak of the champion</em> (+1 resistance and +1 deflection), <em>potion of cure serious wounds, potion of haste</em>, masterwork longspear, masterwork light crossbow, masterwork chain shirt</p><p>-----</p><p><strong>Avatar:</strong> 1/day for 4 minutes, become the Scaly Avenger. This is a free, very noticeable action.</p><p></p><p><strong>Retribution Strike:</strong> When someone damages you, you can make a retribution strike on your next action. If this attack hits, it deals maximum damage.[/sblock]</p><p>[sblock=The Scaly Avenger!, young lizardfolk champion 4 (avatar form)]</p><p>Medium outsider (good, native)</p><p><strong>Major Bloodline</strong> djinni</p><p><strong>Init</strong> +7; <strong>Senses</strong> darkvision 60 ft., Listen +0, Spot +0</p><p><strong>Languages</strong> Common, Draconic, Gnome</p><p>-----</p><p><strong>AC</strong> 18 (+3 Dex, +1 deflection, +4 armor), touch 14, flat-footed 15</p><p><strong>hp</strong> 51 (4 HD)</p><p><strong>Resist</strong> acid 5, cold 5</p><p><strong>Immune</strong> ability drain, ability damage, disease, energy drain, poison, <em>polymorph</em></p><p><strong>Fort</strong> +10, <strong>Ref</strong> +8, <strong>Will</strong> +4</p><p>-----</p><p><strong>Speed</strong> 30 ft. (6 squares)</p><p><strong>Melee</strong> masterwork longspear +11 (1d8+7), or</p><p><strong>Ranged</strong> masterwork light crossbow +8 (1d8/19-20, 80 ft. range increment)</p><p><strong>Space</strong> 5 ft.; <strong>Reach</strong> 5 ft. (10 ft. with longspear)</p><p><strong>Base Atk</strong> +4; <strong>Grp</strong> +9</p><p>-----</p><p><strong>Abilities</strong> Str 20, Dex 16, Con 20, Int 12, Wis 10, Cha 16</p><p><strong>Feats</strong> Improved Initiative (B), Iron Will (B), Short Haft, Weapon Focus (longspear)</p><p><strong>Skills (Ranks)</strong> Climb +11 (7), Concentration +7 (0), Intimidate +10 (7), Swim +11 (7)</p><p><strong>Armor Check Penalty</strong> -1 (already included where applicable)</p><p>-----</p><p><strong>Possessions</strong> same as Byl</p><p>-----</p><p><strong>Short Haft:</strong> As a swift action, you can shift your grip on your longspear so that you can strike adjacent targets with it. When using Short Haft, your reach with the longspear is 5 feet.[/sblock]</p></blockquote><p></p>
[QUOTE="Mark Chance, post: 4997357, member: 2795"] [b]The Scion Squad[/b] [color=limegreen]This is a group of pre-gen characters I did up for a recent one-shot. With a little tweaking, they could easily be a party of NPCs to challenge your players.[/color] [sblock=The Scion Squad] You are one of the Scion Squad, a band of heroes all of whom possess a bloodline leading back to a mighty creature. You wander the land, looking for adventures, righting wrongs, and defending the defenseless. Many evildoers have learned to fear your team's battle cry: "Scion Squad! Strike!" The Scion Squad includes: [b]Wink Silvertongue[/b], a half-elf beguiler with a fey bloodline. Wink is the squad's negotiator, infiltrator, and wielder of enchanting magics. Those who can't be won over by Wink's smooth words often succumb to his will-crushing spells. [b]Grusty Gurston[/b], a dwarf copper dragon shaman with a storm giant bloodline. Grusty swings a mean heavy mace, making him a fear-inspiring fighter. He uses his draconic auras to assist the Scions in their quests. [b]Badger Burrowshield[/b], a gnome druid with a celestial bloodline. Badger not only commands druidic magics, but can shapeshift into his namesake, becoming a savage ball of fur and fangs. [b]Thok of the Jungle[/b], a jungle orc ranger with a titan bloodline. Thok is a hunter par excellence, whether using his spear or his powerful composite longbow. Thok's stealth matches Wink's, making the pair ideal scouts. [b]Byl Leebat Sün[/b], a young lizardfolk [url=http://www.giantitp.com/articles/mYkD5jL8N9SAcClN3pZ.html]champion[/url] with a djinni bloodline. Although he is still an adolescent, Byl is one of the most knowledgeable of the Scions. Also, when he hisses the magic word, Byl transforms into the sensational [b]Scaly Avenger[/b]! [b]Sir Oliver Shortshanks[/b], a halfling knight with a gold dragon bloodline. Sir Oliver is the scion's leader and most skillful fighter. Sir Oliver is always ready to meet any challenge on the field of battle.[/sblock] [sblock=Wink Silvertongue, half-elf beguiler 4] Medium humanoid [b]Major Bloodline[/b] fey [b]Init[/b] +2; [b]Senses[/b] low-light vision, Listen +11, Spot +4 [b]Languages[/b] Common, Draconic, Gnome, Elven, Sylvan ----- [b]AC[/b] 16 (+2 Dex, +4 armor), touch 12, flat-footed 14 [b]hp[/b] 20 (4 HD) [b]Immune[/b] [i]sleep[/i] [b]Fort[/b] +2, [b]Ref[/b] +3, [b]Will[/b] +9; +2 racial bonus against enchantment spells or effects ----- [b]Speed[/b] 30 ft. (6 squares) [b]Melee[/b] masterwork rapier +3 (1d6/18-20), or [b]Ranged[/b] masterwork hand crossbow +5 (1d4/19-20, range increment 30 ft.), or [b]Ranged[/b] masterwork hand crossbow +5 with +1 distance bolt (1d4+1/19-20, range increment 60 ft.) [b]Space[/b] 5 ft.; [b]Reach[/b] 5 ft. [b]Base Atk[/b] +2; [b]Grp[/b] +2 [b]Special Attacks[/b] cloaked casting (+1 DC), surprise casting ----- [b]Spell-Like Ability (CL 4th):[/b] [color=black]...[/color]1/day - [i]charm animals[/i] (Will 14 negates) [b]Spells per Day (4/7/6):[/b] [color=black]...[/color]2nd - [i]blinding color surge[/i] (Will 15 negates), [i]blur, daze monster[/i] (Will 16 negates), [i]detect thoughts[/i] (Will 15 negates), [i]fog cloud, glitterdust[/i] (Will 15 negates), [i]hypnotic pattern[/i] (Will 15 negates), [i]invisibility, knock, minor image[/i] (Will 15 disbelief), [i]mirror image, misdirection, see invisibility, silence, spider climb, stay the hand[/i] (Will 16 negates), [i]touch of idiocy, vertigo[/i] (Will 15 disbelief), [i]whelming blast[/i] (Will 16 negates) [color=black]...[/color]1st - [i]charm person[/i] (Will 15 negates), [i]color spray[/i] (Will 14 negates), [i]comprehend languages, detect secret doors, disguise self, expeditious retreat, hypnotism[/i] (Will 15 negates), [i]mage armor, obscuring mist, rouse, serene visage, silent image[/i] (Will 14 disbelief), [i]sleep[/i] (Will 15 negates), [i]undetectable alignment, whelm[/i] (Will 15 negates) [color=black]...[/color]0 - [i]dancing lights, daze[/i] (Will 14 negates), [i]detect magic, ghost sound[/i] (Will 13 disbelief), [i]message, open/close, read magic[/i] ----- [b]Abilities[/b] Str 10, Dex 14, Con 12, Int 17, Wis 16, Cha 16 [b]SQ[/b] advanced learning, armored mage (light), elven blood, trapfinding [b]Feats[/b] Iron Will (B), Rapid Reload (hand crossbow), Spell Focus (enchantment) [b]Skills (Ranks)[/b] Bluff +10 (7), Concentration +8 (7), Diplomacy +7 (0), Disable Device +10 (7), Gather Information +5 (0), Hide +10 (7), Intimidate +5 (0), Knowledge (arcana) +10 (7), Listen +11 (7), Move Silently +13 (7), Open Lock +8 (7), Search +11 (7), Spot +4 (0) [b]Armor Check Penalty[/b] -1 (already included where applicable) [b]Possessions[/b] [i]+1 distance bolts[/i] (x10), [i]boots of elvenkind, potion of enlarge person[/i], masterwork rapier, masterwork hand crossbow, masterwork chain shirt ----- [b]Armored Mage:[/b] No arcane spell failure in light armor. [b]Cloaked Casting:[/b] Against a target who would be denied his Dexterity bonus, gain a +1 bonus to the spell's save DC. [b]Surprise Casting:[/b] You can use Bluff to feint in melee combat to gain cloaked casting bonus, but you must remain within melee range. [b]Advanced Learning:[/b] You added [i]serene visage[/i] to your spell list. [/sblock] [sblock=Grusty Gortson, dwarf copper dragon shaman 4] Medium humanoid [b]Major Bloodline[/b] storm giant [b]Init[/b] +1; [b]Senses[/b] darkvision 60 ft., Listen +3, Spot +3 [b]Languages[/b] Common, Dwarven, Gnome, Orc ----- [b]AC[/b] 17 (+1 Dex, +1 natural, +5 armor), touch 11, flat-footed 16; +4 dodge bonus vs. giants [b]hp[/b] 42 (4 HD) [b]Immune[/b] dragon's frightful presence, paralysis, [i]sleep[/i] [b]Fort[/b] +8, [b]Ref[/b] +2, [b]Will[/b] +7; +2 racial bonus vs. poison, spells, and spell-like abilities ----- [b]Speed[/b] 20 ft. (4 squares) [b]Melee[/b] (used two-handed) masterwork heavy mace +8 (1d8+6), or [b]Melee[/b] (used two-handed with Power Attack) masterwork heavy mace +5 (1d8+12 plus Intimidating Strike), or [b]Ranged[/b] masterwork heavy crossbow +5 (1d10/19-20, 120 ft. range increment), or [b]Ranged[/b] masterwork heavy crossbow +7 (1d10+2 plus Will DC 14 within 20 ft. of bolt's path or shaken/19-20, 120 ft. range increment) [b]Space[/b] 5 ft.; [b]Reach[/b] 5 ft. [b]Base Atk[/b] +3; [b]Grp[/b] +7; +4 to resist being bull rushed or tripped [b]Special Attacks[/b] +1 racial bonus on attack rolls vs. orcs and goblinoids, breath weapon (2d6 acid, 30-ft. line; Ref 16 half) ----- [b]Draconic Auras[/b] energy shield, power, senses, vigor [b]Spell-Like Ability (CL 4th):[/b] [color=black]...[/color]At will - [i]spider climb[/i] ----- [b]Abilities[/b] Str 18, Dex 12, Con 18, Int 14, Wis 16, Cha 8 [b]SQ[/b] draconic aura +1, stability, stonecunning, weapon familiarity [b]Feats[/b] Intimidating Strike, Leap of the Heavens, Power Attack (B), Skill Focus (Jump) (B) [b]Skills (Ranks)[/b] Appraise +2 (+4 related to stone or metal) (0), Climb +10 (7), Hide +5 (7), Intimidate +6 (7), Jump +10 (+15 with 20-ft. move) (7), Search +2 (+4 to notice unusual stonework) (0) [b]Armor Check Penalty[/b] -3 (already included where applicable) ----- [b]Possessions[/b] [i]+1 scale mail of jumping, oil of magic weapon, potion of neutralize poison, screaming bolt[/i], masterwork heavy mace, masterwork heavy crossbow, 9 crossbow bolts ----- [b]Breath Weapon:[/b] You must wait 1d4 rounds between uses of your breath weapon. [b]Draconic Aura:[/b] You can project one aura in a 30-ft. radius as a swift action. * Energy Shield: Any creature striking you or your ally with a natural attack or nonreach melee weapon is dealt 2 points of acid damage. * Power: +1 bonus on melee damage rolls. * Senses: +1 bonus on Listen, Spot, and initiative checks. * Vigor: Fast healing 1, but only for those below one-half full normal hit points. [b]Intimidating Strike:[/b] If your Power Attack hits, make an Intimidate check against foe with a +3 bonus opposed by the foe's modified level check (1d20 + character level or Hit Dice + target’s Wisdom bonus [if any] + target’s modifiers on saves against fear). If you succeed, the foe is shaken for the encounter. A shaken foe takes a -2 penalty on attack rolls, ability checks, and saving throws. [b]Leap of the Heavens:[/b] Jump check DCs not doubled if you fail to move 20 feet in a straight line prior to jumping.[/sblock] [sblock=Sir Oliver Shortshanks, halfling knight 4] Small humanoid [b]Major Bloodline[/b] gold dragon [b]Init[/b] +3; [b]Senses[/b] low-light vision, Listen +4, Spot +2 [b]Languages[/b] Common, Halfling, Gnome ----- [b]AC[/b] 22 (+1 size, +3 Dex, +5 armor, +3 shield), touch 14, flat-footed 19; shield block +1 [b]hp[/b] 43 (4 HD) [b]Resist[/b] fire 5 [b]Fort[/b] +5, [b]Ref[/b] +5, [b]Will[/b] +5; +2 morale bonus vs. fear ----- [b]Speed[/b] 20 ft. (4 squares) [b]Melee[/b] masterwork longsword +9 (1d6+3/19-20), or [b]Ranged Touch[/b] alchemist fire +10 (1d6+1 fire plus 1 point in a 5-ft. radius, 10 ft. range increment), or [b]Ranged Touch[/b] tanglefoot bag +9 (DC 15 Reflex or entangled, 10 ft. range increment), or [b]Ranged[/b] (vs. AC 5) thunderstone +9 (DC 15 Fortitude or deafened in a 20-ft.-radius spread, 20 ft. range increment) [b]Space[/b] 5 ft.; [b]Reach[/b] 5 ft. [b]Base Atk[/b] +4; [b]Grp[/b] +3 [b]Special Attacks[/b] +1 attack rolls with slings and thrown weapons, bulwark of defense, fighting challenge +1, test of mettle ----- [b]Abilities[/b] Str 16, Dex 16, Con 16, Int 12, Wis 10, Cha 16 [b]SQ[/b] armor mastery (medium) [b]Feats[/b] Alertness (B), Grenadier, Mad Alchemist, Step Up (B) [b]Skills (Ranks)[/b] Climb +1 (0), Craft (alchemy) +7 (6), Diplomacy +5 (0), Handle Animal +8 (5), Hide +3 (0), Jump -1 (0), Knowledge (nobility and royalty) +6 (5), Listen +4 (0), Move Silently +1 (0), Ride +6 (5), Sense Motive +2 (0), Spot +2 (0) [b]Armor Check Penalty[/b] -4 (already included where applicable) ----- [b]Possessions[/b] [i]+1 heavy steel shield, gauntlet of fire blades[/i] (5 uses of [i]blades of fire[/i] per day), [i]potion of cure moderate wounds, potion of heroism[/i], masterwork longsword, masterwork breastplate, alchemist fire (x4), tanglefoot bag (x4), thunderstone (x4) ----- [b]Bulwark of Defense:[/b] A foe who begins his turn in a square you threaten treats all squares you threaten as difficult terrain. [b]Knight's Challenge:[/b] 5/day, with the following options. * Fighting Challenge: Challenge a single foe with an Intelligence 5+, a language, and a CR greater than 2. Gain a +1 morale bonus on Will saves, attack rolls, and damage rolls against this foe. Duration: 8 rounds. * Test of Mettle: Challenge all enemies that have a language, an Intelligence 5+, and CR 2+. They must have line of sight and be within 100 feet. Potential targets must make a DC 15 Will save or attack you in preference to other targets. Duration: 8 rounds. [b]Mad Alchemist:[/b] Grants access to three special tactical maneuvers. * Distracting Blast: Ready action to throw a thunderstone. If foe was casting a spell, oppose your Craft (alchemy) check with his Concentration check; if you win, his spell is ruined. Otherwise, oppose your Craft (alchemy) check against you foe's Will save. If you succeed, foe suffers a -2 penalty on attack rolls and saving throws until the beginning of your next turn. * Fiery Blaze: Strike a foe with alchemist's fire. On your next turn, strike that same foe with a spell or weapon attack that deal's fire damage. If this attack hits, your foe takes an extra 1d6 points of fire damage and catches on fire if not already. * Tanglefoot Defense: Tear open a tanglefoot bag as a standard action to transform one adjacent square of clear terrain into difficult terrain. Lasts 10 minutes. [b]Shield Block:[/b] Choose a single foe. Your shield bonus to AC is +1 against this foe. [b]Step Up:[/b] Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement. [/sblock] [sblock=Badger Burrowshield, gnome druid 4] Small humanoid [b]Major Bloodline[/b] celestial [b]Init[/b] +3; [b]Senses[/b] low-light vision, Listen +8, Spot +6 [b]Languages[/b] Common, Druidic, Gnome ----- [b]AC[/b] 17 (+1 size, +3 Dex, +2 armor, +1 shield), touch 14, flat-footed 14; +4 dodge vs. giants [b]hp[/b] 33 (4 HD) [b]Fort[/b] +7, [b]Ref[/b] +4, [b]Will[/b] +8; +2 vs. illusions, +4 bonus vs. spell-like abilities of fey creatures ----- [b]Speed[/b] 20 ft. (4 squares) [b]Melee[/b] sickle +7 (1d4+2), or [b]Melee[/b] bite +10 (1d4+7), or [b]Ranged[/b] sling +7 (1d3+2, 50 ft. range increment), or [b]Ranged[/b] sling +8 (1d3+3 plus 1d6 electricity, 50 ft. range increment) [b]Space[/b] 5 ft.; [b]Reach[/b] 5 ft. [b]Base Atk[/b] +3; [b]Grp[/b] +1 [b]Special Attacks[/b] +1 racial attack bonus vs. kobolds and goblinoids, shapeshift (badger form) [b]Spell-Like Abilities (CL 4th):[/b] [color=black]...[/color]1/day - [i]dancing lights, ghost sound[/i] (Will 12 disbelief), [i]prestidigitation, protection from evil, speak with animals[/i] [b]Spells per Day (3/4/5):[/b] [color=black]...[/color]2nd level - [i]barkskin, bear's endurance, mass snake's swiftness[/i] [color=black]...[/color]1st level - [i]cure light wounds[/i] (x2), [i]entangle[/i] (Ref 15 partial), [i]slow burn[/i] [color=black]...[/color]0 level - [i]flare[/i] (Fort DC 14), [i]guidance[/i] (x2), [i]light, read magic[/i] ----- [b]Abilities[/b] Str 14, Dex 16, Con 16, Int 10, Wis 18, Cha 12 [b]SQ[/b] nature sense, spontaneous rejuvenation, wild empathy +5, trackless step, weapon familiarity, woodland stride [b]Feats[/b] Alertness (B), Close-Quarters Fighting, Weapon Focus (bite) [b]Skills (Ranks)[/b] Concentration +10 (7), Craft (alchemy) +2 (0), Heal +11 (7), Hide +7 (0), Listen +8 (0), Knowledge (nature) +11 (7), Sense Motive +6 (0), Spot +6 (0), Survival +11 (+13 in aboveground natural environments) (7) [b]Armor Check Penalty[/b] -0 ----- [b]Possessions[/b] [i]potion of rage, +1 thundering shock sling bullets[/i] (x10), [i]wand of detect magic[/i], scroll ([i]summon nature's ally II[/i]), masterwork sickle, sling, leather armor, masterwork light wooden shield ----- [b]Badger Form:[/b] swift action to transform; gain these: bite attack (considered magic for purposes of overcoming DR), Str 18, AC 18 (+1 size, +3 Dex, +4 natural), base speed 50 ft. (10 squares), Mobility feat (+4 dodge bonus to AC to avoid attacks of opportunity). You cannot cast spells or speak in badger form. All your equipment melds into your new form. [b]Close-Quarters Fighting:[/b] Always get an attack of opportunity when a foe tries to grapple you. If foe doesn't have Improved Grapple or improved grab, success foils the grapple. Otherwise, add damage dealt to your opposed check to resist being grappled. [b]Spontaneous Rejuvenation:[/b] Spend a standard action and sacrifice a prepared spell. Allies within 30 feet (including you) gain fast healing for 3 rounds. The fast healing amount equals the spell's level. This doesn't stack with other sources of fast healing.[/sblock] [sblock=Thok of the Jungle, jungle orc ranger 4] Medium humanoid [b]Major Bloodline[/b] titan [b]Init[/b] +3; [b]Senses[/b] low-light vision, Listen +8, Spot +8 [b]Languages[/b] Common, Gnome, Orc ----- [b]AC[/b] 19 (+3 Dex, +6 armor), touch 13, flat-footed 16 [b]hp[/b] 37 (4 HD) [b]Weakness[/b] light sensivity [b]Fort[/b] +8, [b]Ref[/b] +7, [b]Will[/b] +2 ----- [b]Speed[/b] 30 ft. (6 squares) [b]Melee[/b] (used two-handed) masterwork spear +7 (1d8+3/x3), or [b]Melee[/b] (used two-handed with Power Attack) spear +3 (1d8+11/x3), or [b]Ranged[/b] mighty composite longbow +8 (1d8+2/x3, 110 ft. range increment), or [b]Ranged[/b] (Rapid Shot) mighty composite longbow +6/+6 (1d8+2/x3, 110 ft. range increment) [b]Space[/b] 5 ft.; [b]Reach[/b] 5 ft. [b]Base Atk[/b] +4; [b]Grp[/b] +6 [b]Special Attacks[/b] distracting attack, favored enemy (goblinoids) ----- [b]Spell-Like Ability (CL 4th):[/b] [color=black]...[/color]1/day - [i]levitate[/i] [b]Spells per Day (1):[/b] [color=black]...[/color]1st - [i]arrow mind[/i] ----- [b]Abilities[/b] Str 15, Dex 16, Con 18, Int 10, Wis 12, Cha 13 [b]SQ[/b] wild empathy +5 [b]Feats[/b] Endurance (B), Favored Power Attack, Point Blank Shot, Power Attack (B), Rapid Shot (B), Track (B) [b]Skills (Ranks)[/b] Heal +3 (0), Hide +9 (7), Jump +9 (6), Knowledge (nature) +3 (1), Listen +8 (7), Move Silently +9 (7), Spot +8 (7), Survival +9 (6) [b]Armor Check Penalty[/b] -1 (already included where applicable) ----- [b]Possessions[/b] [i]+2 chain shirt, potion of aid[/i], masterwork spear, mighty composite longbow, 40 arrows in two quivers ----- [b]Distracting Attack:[/b] Whenever you hit an enemy with an attack, that enemy is considered flanked by you until the enemy is attacked by one of your allies or until the start of your next turn, whichever comes first. [b]Favored Enemy:[/b] +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival, and +2 bonus on weapon damage [b]Favored Enemy Power Attack:[/b] Damage with Power Attack spear against a favored enemy is 1d8+17 (including favored enemy bonus). [b]Point Blank Shot:[/b] Add +1 to attack and damage rolls with bow within 30 feet.[/sblock] [sblock=Byl Leebat Sün, young lizardfolk champion 4 (normal form)] Small humanoid (reptilian) [b]Major Bloodline[/b] djinni [b]Init[/b] +5; [b]Senses[/b] low-light vision, Listen +4, Spot +4 [b]Languages[/b] Common, Draconic, Gnome ----- [b]AC[/b] 20 (+1 size, +1 Dex, +1 deflection, +3 natural armor, +4 armor), touch 13, flat-footed 18 [b]hp[/b] 29 (4 HD) [b]Resist[/b] acid 5 [b]Fort[/b] +4, [b]Ref[/b] +3, [b]Will[/b] +11 ----- [b]Speed[/b] 20 ft. (4 squares) [b]Melee[/b] masterwork longspear +6 (1d6/x3), or [b]Melee[/b] 2 claws +4 (1d3) and bite -1 (1d3), or [b]Ranged[/b] masterwork light crossbow +6 (1d6/19-20, 80 ft. range increment) [b]Space[/b] 5 ft.; [b]Reach[/b] 5 ft. (10 ft. with longspear) [b]Base Atk[/b] +3; [b]Grp[/b] -1 [b]Special Attacks[/b] avatar (1/day for 4 minutes), retribution strike (1/day) ----- [b]Spells per Day (1):[/b] [color=black]...[/color]1st - [i]remove fear[/i] [b]Domain:[/b] Retribution. ----- [b]Abilities[/b] Str 10, Dex 13, Con 15, Int 12, Wis 18, Cha 16 [b]SQ[/b] hold breath [b]Feats[/b] Combat Reflexes, Improved Initiative (B), Iron Will (B), Weapon Focus (longspear) [b]Skills (Ranks)[/b] Balance +4 (0), Concentration +11 (7), Jump -3 (0), Knowledge (religion) +8 (7), Knowledge (the planes) +8 (7), Spellcraft +8 (7), Survival +4 (+6 on other planes) (0), Swim +10 (7) [b]Armor Check Penalty[/b] -1 (already included where applicable) ----- [b]Possessions[/b] [i]cloak of the champion[/i] (+1 resistance and +1 deflection), [i]potion of cure serious wounds, potion of haste[/i], masterwork longspear, masterwork light crossbow, masterwork chain shirt ----- [b]Avatar:[/b] 1/day for 4 minutes, become the Scaly Avenger. This is a free, very noticeable action. [b]Retribution Strike:[/b] When someone damages you, you can make a retribution strike on your next action. If this attack hits, it deals maximum damage.[/sblock] [sblock=The Scaly Avenger!, young lizardfolk champion 4 (avatar form)] Medium outsider (good, native) [b]Major Bloodline[/b] djinni [b]Init[/b] +7; [b]Senses[/b] darkvision 60 ft., Listen +0, Spot +0 [b]Languages[/b] Common, Draconic, Gnome ----- [b]AC[/b] 18 (+3 Dex, +1 deflection, +4 armor), touch 14, flat-footed 15 [b]hp[/b] 51 (4 HD) [b]Resist[/b] acid 5, cold 5 [b]Immune[/b] ability drain, ability damage, disease, energy drain, poison, [i]polymorph[/i] [b]Fort[/b] +10, [b]Ref[/b] +8, [b]Will[/b] +4 ----- [b]Speed[/b] 30 ft. (6 squares) [b]Melee[/b] masterwork longspear +11 (1d8+7), or [b]Ranged[/b] masterwork light crossbow +8 (1d8/19-20, 80 ft. range increment) [b]Space[/b] 5 ft.; [b]Reach[/b] 5 ft. (10 ft. with longspear) [b]Base Atk[/b] +4; [b]Grp[/b] +9 ----- [b]Abilities[/b] Str 20, Dex 16, Con 20, Int 12, Wis 10, Cha 16 [b]Feats[/b] Improved Initiative (B), Iron Will (B), Short Haft, Weapon Focus (longspear) [b]Skills (Ranks)[/b] Climb +11 (7), Concentration +7 (0), Intimidate +10 (7), Swim +11 (7) [b]Armor Check Penalty[/b] -1 (already included where applicable) ----- [b]Possessions[/b] same as Byl ----- [b]Short Haft:[/b] As a swift action, you can shift your grip on your longspear so that you can strike adjacent targets with it. When using Short Haft, your reach with the longspear is 5 feet.[/sblock] [/QUOTE]
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