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<blockquote data-quote="Sollir Furryfoot" data-source="post: 1291654" data-attributes="member: 748"><p>Well, I just used these yesterday on my PCs (mostly newbies) in order to help them learn group tactics. They're basically one of the more powerful mercenary bands that was after my PCs. I gave alot of them toughness (IMC it gives +1 hp/level) due to mainly being lazy in their creation and a few of them are unfinished, but they're mostly usable.</p><p></p><p>Company of the Golden Sphere</p><p>Rose, Female Elf Fighter 6: hp 66; Init +9; Spd 30 ft; AC 22 (+3 armor, +5 Dex, +4 barkskin); Melee Short sword +12/+7 (1d6+2, 19-20/x2); Ranged Longbow +15/+10 (1d8+4/x3) +3 damage when within 30‘; AL LN; SV Fort +6, Ref +7, Will +2; Str 14, Dex 20, Con 12, Int 12, Wis 11, Cha 10.</p><p>Skills and Feats: Tumble +14; Improved Initiative, Point Blank Shot, Precise Shot, Rapid Shot, Weapon Finesse, Weapon Focus (Longbow), Weapon Specialization (Longbow).</p><p>Equipment: MW Short sword, MW Mighty Composite Longbow (+2), MW Studded Leather Armor, 50 +2 Arrows (Greater Magic Weapon), Potion of Cure Moderate Wounds (x2).</p><p></p><p>Alton, Halfling Rogue 6: hp 42; Init +8; Spd 20 ft; AC 18 (+3 armor, +4 dex, +1 size); Melee Dagger +11 (1d4+3, 19-20/x2); SA Sneak attack +3d6; SQ Evasion, Uncanny Dodge (Flanking); AL CN; SV Fort +2, Ref +11, Will +1; Str 12, Dex 18, Con 13, Int 14, Wis 9, Cha 12.</p><p>Skills and Feats: MS/Tum+13;Improved Initiative, Lightning Reflexes, Weapon Finesse.</p><p>Equipment: MW Dagger x6, +1 Shadowy Leather Armor, Potion of Cure Serious Wounds, Potion of Invisibility.</p><p>Notes-Start Invisible, listen check for Pcs to hear him.</p><p></p><p>Fnipper, Gnome Transmuter 6: hp 42; Init +1; Spd 20 ft; AC 16 (+4 m. armor, +1 Dex, +1 size); Ranged Light crossbow +8 (1d8+1, 19-20/x2); AL N; SV Fort +5, Ref +3, Will +6; Str 8, Dex 12, Con 16, Int 16, Wis 12, Cha 10.</p><p>Skills and Feats: X; Silent Spell, Still Spell, Spell Mastery, Weapon Focus (Crossbow).</p><p>Equipment: MW Light Crossbow, 25 +1 bolts, Potion of Cure Moderate Wounds (x2), Tanglefoot Bag (x4), Spellbook.</p><p>Spells Per Day (4/5/5//4) (Evocation Banned):</p><p>1-Burning Hands, Expeditious Retreat, Mage Armor (cast), Shocking Grasp, True Strike</p><p>2-Bull’s Strength (cast), Invisibility (x2) (both cast), Melf’s Acid Arrow (x2)</p><p>3-Dispel Magic (x2), Greater Magic Weapon (cast), Haste</p><p>Pedro, Raven Familiar, AC 21, Fly speed 40’ avg, +7 touch attack.</p><p>Notes-Him and his familiar start invisible (share spells).</p><p></p><p>Hugo, Human Fighter 6: hp 78; Init +0; Spd 20 ft; AC 19 (+5 armor, +4 Barkskin); Melee Greatsword +12 (2d6+9); AL N; SV Fort +8, Ref +2, Will +2; Str 18, Dex 10, Con 14, Int 8, Wis 10, Cha 9.</p><p>Skills and Feats: X; Blind-Fight, Cleave, Great Fortitude, Power Attack, Toughness, Weapon Focus (Great Sword), Weapon Specialization (Great Sword).</p><p>Equipment: +1 Great sword, MW Breastplate, Potion of Cure Serious Wounds (x2).</p><p></p><p>Mary, Half-Elf Druid 6: hp 48; Init +6; Spd 30 ft; AC 18 (+4 barkskin); Melee Quarterstaff +6 (1d8+1), after Shillelagh (1d10+2); SQ Wildshape 2x/day; AL N; SV Fort +5, Ref +4, Will +10; Str 12, Dex 14, Con 11, Int 12, Wis 16, Cha 13.</p><p>Skills and Feats: X; Alertness, Improved Initiative, Iron Will.</p><p>Equipment: MW Quarterstaff, Leather Armor, Dire Wolf Companion (see MM).</p><p>Spells Per Day (5/4/4/3)</p><p>1-Cure Light Wounds (x2), Entangle, Shillelagh</p><p>2-Barkskin (x3) (all cast), Tree Shape</p><p>3-Cure Moderate Wounds (x2), Dominate Animal</p><p></p><p></p><p>Basic plan was for Alton to sneak in the midst of the PCs while under invisibility, preferably on the outer edge of a formation right next to a weaker PC, then let Mary drop an entangle in the middle of the PCs (Fnipper's raven familiar was previously invisible and scouted on the PCs to chart their path) with Alton choosing then to strike with Sneak Attack. Rose readied actions to attack the party's wizard to disrupt her spells, standing just outside the edge of the entanglement effect. Fnipper mainly helped buff and scout (he used Haste on Rose in my game), but also targeted some of the weaker characters with Melf's Acid Arrow and had his raven familiar drop some shocking grasps on trapped people. Hugo basically picked on anyone who made it outside of the entanglement effect, and Mary dominated the ranger's animal companion and used her dire wolf to great effect whenever he made it out of the entangle spell.</p></blockquote><p></p>
[QUOTE="Sollir Furryfoot, post: 1291654, member: 748"] Well, I just used these yesterday on my PCs (mostly newbies) in order to help them learn group tactics. They're basically one of the more powerful mercenary bands that was after my PCs. I gave alot of them toughness (IMC it gives +1 hp/level) due to mainly being lazy in their creation and a few of them are unfinished, but they're mostly usable. Company of the Golden Sphere Rose, Female Elf Fighter 6: hp 66; Init +9; Spd 30 ft; AC 22 (+3 armor, +5 Dex, +4 barkskin); Melee Short sword +12/+7 (1d6+2, 19-20/x2); Ranged Longbow +15/+10 (1d8+4/x3) +3 damage when within 30‘; AL LN; SV Fort +6, Ref +7, Will +2; Str 14, Dex 20, Con 12, Int 12, Wis 11, Cha 10. Skills and Feats: Tumble +14; Improved Initiative, Point Blank Shot, Precise Shot, Rapid Shot, Weapon Finesse, Weapon Focus (Longbow), Weapon Specialization (Longbow). Equipment: MW Short sword, MW Mighty Composite Longbow (+2), MW Studded Leather Armor, 50 +2 Arrows (Greater Magic Weapon), Potion of Cure Moderate Wounds (x2). Alton, Halfling Rogue 6: hp 42; Init +8; Spd 20 ft; AC 18 (+3 armor, +4 dex, +1 size); Melee Dagger +11 (1d4+3, 19-20/x2); SA Sneak attack +3d6; SQ Evasion, Uncanny Dodge (Flanking); AL CN; SV Fort +2, Ref +11, Will +1; Str 12, Dex 18, Con 13, Int 14, Wis 9, Cha 12. Skills and Feats: MS/Tum+13;Improved Initiative, Lightning Reflexes, Weapon Finesse. Equipment: MW Dagger x6, +1 Shadowy Leather Armor, Potion of Cure Serious Wounds, Potion of Invisibility. Notes-Start Invisible, listen check for Pcs to hear him. Fnipper, Gnome Transmuter 6: hp 42; Init +1; Spd 20 ft; AC 16 (+4 m. armor, +1 Dex, +1 size); Ranged Light crossbow +8 (1d8+1, 19-20/x2); AL N; SV Fort +5, Ref +3, Will +6; Str 8, Dex 12, Con 16, Int 16, Wis 12, Cha 10. Skills and Feats: X; Silent Spell, Still Spell, Spell Mastery, Weapon Focus (Crossbow). Equipment: MW Light Crossbow, 25 +1 bolts, Potion of Cure Moderate Wounds (x2), Tanglefoot Bag (x4), Spellbook. Spells Per Day (4/5/5//4) (Evocation Banned): 1-Burning Hands, Expeditious Retreat, Mage Armor (cast), Shocking Grasp, True Strike 2-Bull’s Strength (cast), Invisibility (x2) (both cast), Melf’s Acid Arrow (x2) 3-Dispel Magic (x2), Greater Magic Weapon (cast), Haste Pedro, Raven Familiar, AC 21, Fly speed 40’ avg, +7 touch attack. Notes-Him and his familiar start invisible (share spells). Hugo, Human Fighter 6: hp 78; Init +0; Spd 20 ft; AC 19 (+5 armor, +4 Barkskin); Melee Greatsword +12 (2d6+9); AL N; SV Fort +8, Ref +2, Will +2; Str 18, Dex 10, Con 14, Int 8, Wis 10, Cha 9. Skills and Feats: X; Blind-Fight, Cleave, Great Fortitude, Power Attack, Toughness, Weapon Focus (Great Sword), Weapon Specialization (Great Sword). Equipment: +1 Great sword, MW Breastplate, Potion of Cure Serious Wounds (x2). Mary, Half-Elf Druid 6: hp 48; Init +6; Spd 30 ft; AC 18 (+4 barkskin); Melee Quarterstaff +6 (1d8+1), after Shillelagh (1d10+2); SQ Wildshape 2x/day; AL N; SV Fort +5, Ref +4, Will +10; Str 12, Dex 14, Con 11, Int 12, Wis 16, Cha 13. Skills and Feats: X; Alertness, Improved Initiative, Iron Will. Equipment: MW Quarterstaff, Leather Armor, Dire Wolf Companion (see MM). Spells Per Day (5/4/4/3) 1-Cure Light Wounds (x2), Entangle, Shillelagh 2-Barkskin (x3) (all cast), Tree Shape 3-Cure Moderate Wounds (x2), Dominate Animal Basic plan was for Alton to sneak in the midst of the PCs while under invisibility, preferably on the outer edge of a formation right next to a weaker PC, then let Mary drop an entangle in the middle of the PCs (Fnipper's raven familiar was previously invisible and scouted on the PCs to chart their path) with Alton choosing then to strike with Sneak Attack. Rose readied actions to attack the party's wizard to disrupt her spells, standing just outside the edge of the entanglement effect. Fnipper mainly helped buff and scout (he used Haste on Rose in my game), but also targeted some of the weaker characters with Melf's Acid Arrow and had his raven familiar drop some shocking grasps on trapped people. Hugo basically picked on anyone who made it outside of the entanglement effect, and Mary dominated the ranger's animal companion and used her dire wolf to great effect whenever he made it out of the entangle spell. [/QUOTE]
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