Kytess: female human Ftr12; CR 12; Medium-size Humanoid (human); HD 12d10+24; hp 94; Init +7 (Dex); Spd 30 ft; AC 25 (+6 Dex, +6 mithril shirt, +1 amulet of natural armor, +2 ring of protection); Atks +23/+18/+13 melee (2d4+11/crit 19-20, +3 spiked chain), or +17/+12/+7 ranged (1d8+5/crit x3, +1 mighty composite longbow [+4]); AL N; SV Fort +11, Ref +11, Will +3; Str 19, Dex 24, Con 14, Int 13, Wis 7, Cha 11.
Skills and Feats: Balance +9, Climb +21, Craft (bowmaking) +13, Craft (weaponsmith) +10, Jump +6, Ride +19, Spot +0, Tumble +14; Cleave, Combat Reflexes, Exotic Weapon Proficiency (spiked chain), Expertise, Great Cleave, Improved Critical (spiked chain), Power Attack, Weapon Finesse (spiked chain), Weapon Focus (spiked chain), Weapon Specialization (spiked chain).
Possessions: +3 spiked chain, +2 mithril shirt, +1 mighty composite longbow [+2], mw bowmaker’s tools, mw weaponsmith’s tools, climber’s kit, +1 amulet of natural armor, +1 ring of protection, gloves of Dexterity +4, +1 cloak of resistance, +4 belt of giant strength, 500 gp, 20 arrows.
Dromar the Fallen: male human Mnk1; CR 1; Medium-size Humanoid (human); HD 1d8+1; hp 9; Init +2 (Dex); Spd 30 ft; AC 15 (+2 Dex, +3 Wis); Atks +3 ranged (1d8, light crossbow), or +2 ranged (1 [x3], shuriken), or +1 melee (1d6+1, unarmed strike); SA stunning attack; SQ evasion; AL N; SV Fort +3, Ref +4, Will +5; Str 13, Dex 14, Con 12, Int 7, Wis 16, Cha 14.
Skills and Feats: Listen +7, Concentration +5; Cleave, Power Attack.
SA - Stunning Attack (Su): 1/day, Dromar the Fallen may attempt to stun a living creature for 1 round. The creature is unable to act unless it succeeds a Fortitude save (DC 13).
Possessions: mw light crossbow, 20 bolts, 9 shuriken, bedroll, 5 days' rations.
Dromar the Fallen: male human Mnk1, Sor1; CR 2; Medium-size Humanoid (human); HD 1d4+1d8+2; hp 13; Init +2 (Dex); Spd 30 ft; AC 15 (+2 Dex, +3 Wis); Atks +3 ranged (1d8, light crossbow), or +2 ranged (1 [x3], shuriken), or +1 melee (1d6+1, unarmed strike); SA spells, stunning attack; SQ evasion, summon familiar; AL N; SV Fort +3, Ref +4, Will +7; Str 13, Dex 14, Con 12, Int 7, Wis 16, Cha 14.
Skills and Feats: Listen +7, Concentration +6; Cleave, Power Attack.
SA - Stunning Attack (Su): 1/day, Dromar the Fallen may attempt to stun a living creature for 1 round. The creature is unable to act unless it succeeds a Fortitude save (DC 13).
Spells Known (cast 5/4): 0 – ray of frost, ghost sound, mage hand, detect magic; 1 – magic missile, silent image.
Possessions: mw light crossbow, 20 bolts, 9 shuriken, bedroll, 5 days' rations.
From childhood, Dromar was trained in a monastery. Once the monks judged him worthy to experience the outside life, he journeyed from his home. Enthralled with the way the rest of the people lived, he renounced his former way of life and left all behind him. Searching for a different way to continue, he saw a red-robed sorcerer. Vowing to follow this lifestyle instead, he tapped into his inner power. Practiced in finding his ki, he struggled to use this inner strength to instead fuel spells as the sorcerers did.
Audin Mortimer: male elf Ftr3; CR 3; Medium-size Humanoid (elf); HD 3d10+3; hp 20; Init +4 (Dex); Spd 30 ft; AC 14 (+4 Dex); Atks +6 melee (1d8+3, mw longsword), or +6 melee (1d6+3, +1 shortsword), or +10 ranged (1d8+3, +1 mighty composite longbow with mw arrows); SQ elven traits; AL CG; SV Fort +4, Ref +5, Will +1; Str 14, Dex 19, Con 12, Int 13, Wis 10, Cha 10.
Skills and Feats: Craft (bowmaking) +9, Spellcraft +4, Spot +3; Weapon Focus (longbow), Point Blank Shot, Precise Shot, Rapid Shot.
SQ - Elven Traits (Ex): Sleep immunity, +2 save vs. Enchantment, low-light vision.
Possessions: 20 arrows, 5 mw arrows, mw bowmaker's tools, dagger, explorer's outfit, holy water, leather, +1 mighty composite longbow [+2], rapier, mw shortsword, mw longsword.
Audin Mortimer: male elf Ftr4; CR 4; Medium-size Humanoid (elf); HD 4d10+4; hp 26; Init +5 (Dex); Spd 30 ft; AC 15 (+5 Dex); Atks +7 melee (1d8+2, mw longsword), or +7 melee (1d6+3, +1 shortsword), or +11 ranged (1d8+3, +1 mighty composite longbow with mw arrows); SQ elven traits; AL CG; SV Fort +5, Ref +6, Will +1; Str 14, Dex 20, Con 12, Int 13, Wis 10, Cha 10.
Skills and Feats: Craft (bowmaking) +10, Spellcraft +4, Spot +3; Weapon Focus (longbow), Point Blank Shot, Precise Shot, Rapid Shot, 1 more.
SQ - Elven Traits (Ex): Sleep immunity, +2 save vs. Enchantment, low-light vision.
Possessions: 20 arrows, 5 mw arrows, mw bowmaker's tools, dagger, explorer's outfit, holy water, leather, +1 mighty composite longbow [+2], rapier, mw shortsword, mw longsword.
Audin Mortimer: male elf Ftr4, Wiz1; CR 5; Medium-size Humanoid (elf); HD 1d4+4d10+5; hp 30; Init +5 (Dex); Spd 30 ft; AC 15 (+5 Dex); Atks +7 melee (1d8+2, mw longsword), or +7 melee (1d6+2, +1 shortsword), or +11 ranged (1d8+3, +1 mighty composite longbow with mw arrows); SA spells; SQ elven traits, summon familiar; AL CG; SV Fort +5, Ref +6, Will +3; Str 14, Dex 20, Con 12, Int 13, Wis 10, Cha 10.
Skills and Feats: Craft (bowmaking) +10, Spellcraft +7, Spot +3; Weapon Focus (longbow), Point Blank Shot, Precise Shot, Rapid Shot, Scribe Scroll, 1 more.
SQ - Elven Traits (Ex): Sleep immunity, +2 save vs. Enchantment, low-light vision.
Possessions: 20 arrows, 5 mw arrows, mw bowmaker's tools, dagger, explorer's outfit, holy water, leather, +1 mighty composite longbow [+2], rapier, mw shortsword, mw longsword.
SQ - Elven Traits (Ex): Sleep immunity, +2 save vs. Enchantment, low-light vision.
Spells Prepared (cast 3/2): 0 – detect magic, light, mage hand; 1 – mage armor, burning hands.
Fist: male half-orc Bbn5, Rog1, Fist of Hextor5; CR 11; Medium-size Humanoid (half-orc); HD 1d6+5d10+5d12+22; hp 90; Init +1 (Dex); Spd 20 ft (full plate), base 40 ft; AC 23 (+10 full plate, +1 Dex, +1 ring of protection, +1 bracers of natural armor), Atks +16/+11 melee (1d12+8/crit x3, +2 greataxe), or +12/+7 ranged (1d8+5/crit x3, +1 mighty composite longbow [+4]); SA brutal strike, rage, sneak attack; SQ fast movement, uncanny dodge; AL NE; SV Fort +9, Ref +5, Will +2; Str 18, Dex 12, Con 14, Int 7, Wis 11, Cha 14.
Skills and Feats: Intimidate +16, Knowledge (religion) +2, Listen +4, Sense Motive +4, Spot +4, Tumble +5, Wilderness Lore +1; Cleave, Great Cleave, Improved Critical (greataxe), Power Attack.
Possessions: +2 full plate, +2 greataxe, +1 mighty composite longbow [+4], bedroll, 14 rations, +1 ring of protection, +1 bracers of natural armor, necklace of fireballs (5d6, 3d6 [x2]).
SA – Sneak Attack (Ex): Fist deals an additional +1d6 damage against an opponent who is denied a Dex bonus.
SA – Rage (Ex): 2/day, gain +4 Str, +4 Con, +2 morale bonus to Will saves, and –2 AC for 7 rounds.
SA – Brutal Strike (Ex): Every action, Fist may add +2 to an attack or damage roll.
SA – Frightful Presence (Ex): 1/day, force all who can see (possibly hear) Fist within 25 feet to make a Will save (DC 17). Those who pass are shaken for 5d6 rounds; those who fail are frightened for 5d6 rounds.
SQ – Uncanny Dodge (Ex): Dex bonus to AC; can’t be flanked.
SQ – Strength Boost (Su): 2/day, add +4 Str for 9 rounds.
Fist: male half-orc Bbn5, Rog1, Fist of Hextor6; CR 12; Medium-size Humanoid (half-orc); HD 1d6+6d10+5d12+24; hp 97; Init +1 (Dex); Spd 20 ft (full plate), base 40 ft; AC 25 (+11 full plate, +1 Dex, +2 ring of protection, +1 bracers of natural armor), Atks +18/+13/+8 melee (1d12+8/crit 19-20/x3, +2 greataxe), or +13/+8/+3 ranged (1d8+5/crit x3, +1 mighty composite longbow [+4]); SA brutal strike, rage, sneak attack; SQ fast movement, uncanny dodge; AL NE; SV Fort +10, Ref +5, Will +2; Str 19, Dex 12, Con 14, Int 7, Wis 11, Cha 14.
Skills and Feats: Intimidate +17, Knowledge (religion) +2, Listen +4, Sense Motive +4, Spot +4, Tumble +5, Wilderness Lore +1; Cleave, Great Cleave, Improved Critical (greataxe), Power Attack, Weapon Focus (greataxe).
Possessions: +3 full plate, +2 greataxe, +1 mighty composite longbow [+4], bedroll, 14 rations, +2 ring of protection, +1 bracers of natural armor.
SA – Sneak Attack (Ex): Fist deals an additional +1d6 damage against an opponent who is denied a Dex bonus.
SA – Rage (Ex): 2/day, gain +4 Str, +4 Con, +2 morale bonus to Will saves, and –2 AC for 7 rounds.
SA – Brutal Strike (Ex): Every action, Fist may add +2 to an attack or damage roll.
SA – Frightful Presence (Ex): 2/day, force all who can see (possibly hear) Fist within 25 feet to make a Will save (DC 18). Those who pass are shaken for 5d6 rounds; those who fail are frightened for 5d6 rounds.
SQ – Uncanny Dodge (Ex): Dex bonus to AC; can’t be flanked.
SQ – Strength Boost (Su): 2/day, add +4 Str for 9 rounds.
Fist: male half-orc Bbn5, Rog1, Fist of Hextor7; CR 13; Medium-size Humanoid (half-orc); HD 1d6+6d10+6d12+26; hp 106; Init +1 (Dex); Spd 20 ft (full plate), base 40 ft; AC 26 (+11 full plate, +1 Dex, +2 ring of protection, +2 bracers of natural armor), Atks +19/+14/+9 melee (1d12+8/crit 19-20/x3, +2 greataxe), or +14/+9/+4 ranged (1d8+5/crit x3, +1 mighty composite longbow [+4]); SA brutal strike, rage, sneak attack; SQ fast movement, uncanny dodge; AL NE; SV Fort +10, Ref +5, Will +2; Str 19, Dex 12, Con 14, Int 7, Wis 11, Cha 14.
Skills and Feats: Intimidate +18, Knowledge (religion) +2, Listen +4, Sense Motive +4, Spot +5, Tumble +5, Wilderness Lore +1; Cleave, Great Cleave, Improved Critical (greataxe), Power Attack, Weapon Focus (greataxe).
Possessions: +3 full plate, +2 greataxe, +1 mighty composite longbow [+4], bedroll, 14 rations, +2 ring of protection, +2 bracers of natural armor.
SA – Sneak Attack (Ex): Fist deals an additional +1d6 damage against an opponent who is denied a Dex bonus.
SA – Rage (Ex): 2/day, gain +4 Str, +4 Con, +2 morale bonus to Will saves, and –2 AC for 7 rounds.
SA – Brutal Strike (Ex): Every action, Fist may add +3 to an attack or damage roll.
SA – Frightful Presence (Ex): 2/day, force all who can see (possibly hear) Fist within 25 feet to make a Will save (DC 19). Those who pass are shaken for 5d6 rounds; those who fail are frightened for 5d6 rounds.
SQ – Uncanny Dodge (Ex): Dex bonus to AC; can’t be flanked.
SQ – Strength Boost (Su): 2/day, add +4 Str for 9 rounds.
PureEvil: male human Rog5, Asn7, Shd2; CR 14; Medium-size Humanoid (human); HD 12d6+2d8+28; hp 81; Init +10 (Dex, Improved Initiative); Spd 30 ft; AC 26 (+8 mithril shirt, +1 ring of protection, +1 amulet of natural armor, +6 Dex); Atks +17/+12 melee (1d6+3/crit 18-20, +2 rapier); SA death attack, sneak attack, spells; SQ +3 save vs. poison, darkvision 60 ft, evasion, hide in plain sight, poison use, uncanny dodge; AL NE; SV Fort +6, Ref +19, Will +3; Str 13, Dex 22, Con 14, Int 14, Wis 8, Cha 10.
Skills and Feats: Balance +8, Bluff +17, Disable Device +15, Disguise +19, Escape Artist +18, Hide +23, Intimidate +2, Jump +3, Listen +16, Move Silently +23, Open Lock +16, Perform +7, Search +16, Spot +16, Tumble +11; Combat Reflexes, Dodge, Improved Initiative, Mobility, Spring Attack, Weapon Finesse (rapier).
SA - Sneak Attack (Ex): PureEvil deals +7d6 damage against an opponent with a discernable anatomy who is flanked or denied a Dex bonus.
SQ - Summon Shadow: Summon 2 shadows with 4 HD.
SQ - Uncanny Dodge (Ex): Dex bonus to AC, can't be flanked, +2 vs. traps.
Spells Prepared (-/3/2/1): 1 – change self, obscuring mist, spider climb; 2 – darkness (2); 3 – invisibility.
Possessions: +4 mithril shirt, +1 ring of protection, +1 amulet of natural armor, +2 rapier, gloves of Dexterity +4, bracers of Constitution +2, +1 cloak of resistance, disguise kit, mw shalm, mw thieves’ tools, spellbook, spell component pouch, 5 potions cure light wounds, misc. gear.
Cassandra de Vault: female human Clr6, Nec5, True Necromancer4; CR 15; Medium-size Humanoid (human); HD 9d4+6d8+45; hp 98; Init +1 (Dex); Spd 30 ft; AC 15 (+1 Dex, +4 mage armor); Atks +11/+6 melee (1d6+1, quarterstaff); SA rebuke undead, spells; SQ summon familiar; AL NE; SV Fort +11, Ref +8, Will +17; Str 12, Dex 12, Con 16, Int 21, Wis 16, Cha 16.
Skills and Feats: Bluff +10, Concentration +16, Knowledge (arcana) +18, Knowledge (religion) +13, Knowledge (undead) +14, Listen +10, Scry +18, Spellcraft +18, Spot +10; Craft Wondrous Item, Leadership, Lightning Reflexes, Scribe Scroll, Spell Focus (Necromancy), Spell Penetration, Still Spell, Weapon Focus (ray).
Special Attacks: Rebuke Undead (Su): 6/day, Cassandra can attempt to rebuke undead creatures. She can rebuke undead with no more than (1d20+38)/3 HD. Each attempt, she rebukes 2d6+18 total HD. Undead with 7 or fewer HD are commanded instead. Zone of Desecration: Caster is continually surrounded by a zone of desecration 20' in diameter. This zone behaves exactly like a desecration spell.
Possessions: quarterstaff, +2 gloves of Dexterity, vibrant purple ioun stone, +1 cloak of resistance, spellbook, robes, lavender and green ioun stone (36/50 levels remaining).
Cleric Spells Prepared (5/4/4/3): 0-detect magic (4), guidance; 1-detect undead, doom, obscuring mist, shield of faith; 2-desecrate (2), death knell, endurance; 3-animate dead, bestow curse (2).
Wizard Spells Prepared (4/7/6/5/4/3): 0-mage hand (2), prestidigitation (2); 1-chill touch, mage armor, magic missile (2), protection from good, shield (2); 2-blur, ghoul touch (2), mirror image, resist elements, spectral hand; 3-dispel magic (2), vampiric touch (3); 4-enervation (4); 5-magic jar, prying eyes, stilled enervation.
Domain Spells (Nerull/Death and Trickery): 1-change self; 2-death knell; 3-nondetection.
Blackguard: female human Pal8/Blk4; CR 12; Medium-size Humanoid (human); HD 12d10+36; hp 102; Init +0; Spd 20 ft; AC 26 (+10 full plate, +1 ring of protection, +4 large steel shield, +1 amulet of natural armor); Atks +17/+12/+7 melee (1d10+4/crit 19-20, +1 bastard sword); SA fiendish summoning, rebuke undead, smite good, sneak attack, spells; SQ aura of despair, dark blessing, detect good, lay on hands, poison use; AL LE; SV Fort +18, Ref +8, Will +9; Str 16, Dex 10, Con 16, Int 11, Wis 13, Cha 20.
Skills and Feats: Concentration +8, Hide -1, Knowledge (religion) +15, Ride +15; Cleave, Exotic Weapon Proficiency (bastard sword), Power Attack, Sunder, Weapon Focus (bastard sword).
Special Attacks: Rebuke Undead (Su): 8/day, Blackguard can attempt to rebuke undead creatures. She can rebuke undead with no more than (1d20+19)/3 HD. Each attempt, she rebukes 2d6+13 total HD. Undead with 4 or fewer HD are commanded instead. Smite Good (Su): 1/day, if the target of a normal melee attack is good, Blackguard gains a +5 attack bonus and a +4 damage bonus. Sneak Attack (Ex): Blackguard deals +2d6 damage against an opponent with a discernable anatomy who is denied a Dex bonus or is flanked.
Special Qualities: Lay on Hands (Sp): Blackguard can heal up to 40 hit points per day, divided among herself and her fiendish servant.
Blackguard Spells Prepared (-/2/1): 1-cure light wounds, doom; 2-bull’s strength.
Equipment: +2 full plate, +2 large steel shield, +1 bastard sword of shock, +1 ring of protection, +1 amulet of natural armor, +2 amulet of health, diamond (1000 gp).
Dragonesque: male human Ftr2, Pal1, Sor1; CR 4; Medium-size Humanoid (human); HD 1d4+3d10+8; hp 1d4+2d10+18 (31); Init +3 (Dex, Improved Initiative); Spd 20 ft; AC 20 (+9 full plate, +2 large steel shield, -1 Dex); Atks +8 melee (1d8+5/crit 19-20, +1 longsword), or +25 melee (1d8+8/crit 19-20, +1 longsword with true strike); SA spells; SQ detect evil, divine grace, divine health, lay on hands, summon familiar; AL LG; SV Fort +9, Ref +1, Will +3; Str 18, Dex 9, Con 14, Int 11, Wis 9, Cha 14.
Skills and Feats: Climb +3*, Knowledge (arcana) +7, Ride +5; Blind-Fight, Cleave, Improved Initiative, Power Attack.
* Climb +8 without armor.
Sorcerer Spells Known (cast 5/4): 0 - detect magic*, light, mage hand*, prestidigitation*; 1 - shield*, true strike.
* Spells with somatic components have a 35% arcane failure chance.
SQ - Lay on Hands (Sp): Dragonesque can heal up to 2 hit points per day, divided among any number of creatures.
Possessions: +1 longsword, +1 full plate, large steel shield, heavy warhorse, 15 gp.
Dragonesque: male human Ftr2, Pal2, Sor1; CR 5; Medium-size Humanoid (human); HD 1d4+4d10+10; hp 1d4+3d10+20 (39); Init +3 (Dex, Improved Initiative); Spd 20 ft; AC 22 (+9 full plate, +3 large steel shield, +1 ring of protection, -1 Dex); Atks +9 melee (1d8+5/crit 19-20, +1 longsword), or +25 melee (1d8+9/crit 19-20, +1 longsword with true strike), or +3 ranged (1d8+3/crit x3, mighty composite longbow [+3]); SA smite evil, spells; SQ aura of courage, detect evil, divine grace, divine health, lay on hands, summon familiar; AL LG; SV Fort +9, Ref +1, Will +3; Str 18, Dex 9, Con 14, Int 11, Wis 9, Cha 14.
Skills and Feats: Climb +3*, Knowledge (arcana) +8, Ride +5; Blind-Fight, Cleave, Improved Initiative, Power Attack.
* Climb +8 without armor.
Sorcerer Spells Known (cast 5/4): 0 - detect magic*, light, mage hand*, prestidigitation*; 1 - shield*, true strike.
* Spells with somatic components have a 35% arcane failure chance.
SA - Smite Evil (Su): 1/day, if the target of a normal melee attack is evil, Dragonesque gains a +2 attack bonus and a +2 damage bonus.
SQ - Lay on Hands (Sp): Dragonesque can heal up to 4 hit points per day, divided among any number of creatures.
Possessions: +1 longsword, mighty composite longbow [+3], +1 full plate, +1 large steel shield, +1 ring of protection, heavy warhorse, 65 gp.
Bladesinger: male elf Ftr4, Ill2, Bladesinger1; CR 7; Medium-size Humanoid (elf); HD 2d4+1d8+4d10+7; hp 44; Init +3 (Dex); Spd 30 ft; AC 23 (+7 mithril shirt, +3 Dex, +3 Int); Atks +11/+6 melee (1d8+6/crit 19-20, +2 longsword), +10/+5 melee (1d8+2/crit x3, mw mighty composite longbow [+2]); SA spells; SQ bladesong, elven traits, summon familiar; AL CG; SV Fort +5, Ref +6, Will +5; Str 15, Dex 16, Con 12, Int 16, Wis 8, Cha 8.
Skills and Feats: Balance +5, Concentration +11, Jump +4, Listen +3, Perform +2, Spellcraft +7, Tumble +8, Ride +10, Spot +4; Combat Casting, Dodge, Expertise, Scribe Scroll, Still Spell, Weapon Focus (longsword), Weapon Specialization (longsword).
Wizard Spells Prepared (4/3+1): 0 – detect magic (2), light, mending; 1 – enlarge (2), silent image (2).
Bladesinger Spells Prepared (-/2): 1 – shield (2).
SQ - Elven Traits (Ex): Sleep immunity, +2 save vs. Enchantment, low-light vision, proficient: longsword, longbows and shortbows.
Possessions: +2 longsword, mw mighty composite longbow [+2], +3 mithril shirt, 20 arrows, spellbook.
Note: This character was created with a 28-point buy, and is near the PC baseline.
Bladesinger: male elf Ftr4, Ill2, Bladesinger6; CR 12; Medium-size Humanoid (elf); HD 2d4+6d8+4d10+24; hp 83; Init +5 (Dex); Spd 30 ft; AC 30 (+8 mithril shirt, +5 Dex, +4 Int, +2 ring of protection, +1 amulet of natural armor); Atks +16/+11/+6 melee (1d8+6/crit 17-20, +2 flaming longsword of shock), +16/+11/+6 melee (1d8+2/crit x3, +1 mighty composite longbow [+4]); SA spells; SQ bladesong, elven traits, lesser spellsong, song of celerity, summon familiar; AL CG; SV Fort +8, Ref +11, Will +8; Str 15, Dex 16 (20), Con 14, Int 16 (18), Wis 8, Cha 8.
Skills and Feats: Balance +7, Concentration +14, Jump +4, Knowledge (arcana) +19*, Listen +3, Perform +2, Tumble +10, Ride +12, Spellcraft +19, Spot +4; Cleave, Combat Casting, Dodge, Expertise, Improved Critical (longsword), Power Attack, Quick Draw, Scribe Scroll, Still Spell, Weapon Focus (longsword), Weapon Specialization (longsword).
*Knowledge (arcana) becomes +15 if the headband is ever taken off (+14 not replaced).
Wizard Spells Prepared (4/3+1): 0 – detect magic (2), light, mending; 1 –silent image (4).
Bladesinger Spells Prepared (-/4/4/3/1): 1 – shield (3), true strike; 2 – bull’s strength, mirror image (2), protection from arrows; 3 – haste (3); 4 – improved invisibility.
SA – Song of Celerity (Su): When wielding a longsword in one hand (and nothing in the other) and using the full attack action, the bladesinger can cast one bladesinger spell each round as a free action.
SQ - Elven Traits (Ex): Sleep immunity, +2 save vs. Enchantment, low-light vision, proficient: longsword, longbows and shortbows.
SQ – Lesser Spellsong (Ex): When wielding a longsword in one hand (and nothing in the other), the bladesinger can “take 10” when making a Concentration check to cast defensively.
Possessions: +2 flaming longsword of shock, +1 mighty composite longbow [+4], +4 mithril shirt, 20 +1 arrows, spellbook, headband of intellect +2, gloves of Dexterity +4, +2 ring of protection, +1 amulet of natural armor, 3420 gp.
Note: This character was created with a 28-point buy, and is at the PC baseline.
Alorias: male elf Rog2, Wiz3; CR 5; Medium-size Humanoid (elf); HD 3d4+2d6+10; hp 28; Init +4 (Dex); Spd 30 ft; AC 16 (+2 leather, +4 Dex); Atks +3 melee (1d8+1/crit 19-20, +1 longsword), or +2 melee (1d4/crit 19-20, dagger), or +6 ranged (1d4/crit 19-20, dagger); SA sneak attack, spells; SQ elven traits, evasion, summon familiar, uncanny dodge; AL CN; SV Fort +4, Ref +9, Will +2; Str 10, Dex 19, Con 14, Int 18, Wis 6, Cha 12.
Skills and Feats: Concentration +8, Disguise +6, Escape Artist +6, Hide +11, Knowledge (arcana) +12, Knowledge (religion) +9, Knowledge (nature) +6, Listen +5, Open Lock +11, Spellcraft +12, Spot +7; Scribe Scroll, Spell Focus (Transmutation), Spell Mastery (4).
SQ - Elven Traits (Ex): Sleep immunity, +2 save vs. Enchantment, low-light vision, proficient: longsword or rapier, proficient: longbows and shortbows.
Spells Prepared (4/3/2): 0 – detect magic, prestidigitation, mage hand, dancing lights; 1 – magic missile (2), silent image; 2 – acid arrow, alter self.
Possessions: +1 longsword, dagger, leather, +1 cloak of resistance, ring of chameleon power.
Alorias: male elf Rog3, Wiz3; CR 6; Medium-size Humanoid (elf); HD 3d4+3d6+12; hp 36; Init +4 (Dex); Spd 30 ft; AC 16 (+2 leather, +4 Dex); Atks +4 melee (1d8+1/crit 19-20, +1 longsword), or +3 melee (1d4/crit 19-20, dagger), or +7 ranged (1d4/crit 19-20, dagger); SA sneak attack, spells; SQ elven traits, evasion, summon familiar, uncanny dodge; AL CN; SV Fort +5, Ref +9, Will +3; Str 10, Dex 19, Con 14, Int 18, Wis 6, Cha 12.
Skills and Feats: Concentration +11, Disable Device +11, Disguise +11, Hide +12, Knowledge (arcana) +13, Listen +0, Open Lock +12, Search +6, Spellcraft +13, Spot +6; Scribe Scroll, Spell Focus (Transmutation), Spell Mastery (4).
SQ - Elven Traits (Ex): Sleep immunity, +2 save vs. Enchantment, low-light vision, proficient: longsword or rapier, proficient: longbows and shortbows.
Spells Prepared (4/3/2): 0 – detect magic, prestidigitation, mage hand, dancing lights; 1 – magic missile (2), silent image; 2 – acid arrow, alter self.
Possessions: +1 longsword, dagger, leather, +1 cloak of resistance, ring of chameleon power.
Munchie, male human Clr5: CR 5; Medium-size Humanoid (human); HD 5d8+10; hp 42; Init +7; Spd 20 ft; AC 21 (+9 full plate, +1 ring of protection, +1 Dex); Melee +1 maul +7 (1d10+4/crit x3); SA spells, turn undead; AL N; SV Fort +6, Ref +2, Will +7; Str 14, Dex 12, Con 14, Int 10, Wis 17, Cha 8.
Skills and Feats: Concentration +10, Knowledge (religion) +8, Spellcraft +8, Spot +5; Blooded, Cleave, Exotic Weapon Proficiency (maul), Improved Initiative, Power Attack, Weapon Focus (maul).
SA–Turn Undead (Su): 2/day, Munchie can attempt to turn undead creatures. He can turn undead with no more than (1d20+4)/3 HD. Each attempt, he turns 2d6+4 total HD. Undead with 2 or fewer HD are destroyed instead.
Cleric Spells Prepared (5/4/3/2): 0–detect magic (3), detect poison, light; 1–cure light wounds (3), divine favor; 2–aid, bull’s strength, lesser restoration; 3–searing light (2).
Domain Spells (Grumbar/Metal and Time): 1–true strike; 2–heat metal; 3–haste.
Equipment: +1 maul, +1 full plate, +1 ring of protection.
Tank: male dwarf Ftr1; CR 1; Medium-size Humanoid (dwarf); HD 1d10+7; hp 17; Init +2 (Dex); AC 18 (+4 scale mail, +2 large wooden shield, +2 Dex); Atks +5 melee (1d10+4/crit x3, dwarven waraxe), or +2 ranged (1d6/crit x3, shortbow); SA dwarven traits; SQ dwarven traits; AL LG; SV Fort +6, Ref +2, Will –1; Str 18, Dex 14, Con 18, Int 8, Wis 8, Cha 6.
Skills and Feats: Spot +1; Exotic Weapon Proficiency (dwarven waraxe), Toughness.
Equipment: dwarven waraxe, scale mail, large wooden shield, shortbow, 20 arrows, 32 gp.
Tank: male dwarf Ftr2; CR 2; Medium-size Humanoid (dwarf); HD 2d10+11; hp 26; Init +2 (Dex); AC 19 (+6 banded mail, +2 large wooden shield, +1 Dex); Atks +8 melee (1d10+4/crit x3, mw dwarven waraxe), or +3 ranged (1d8/crit x3, composite longbow); SA dwarven traits; SQ dwarven traits; AL LG; SV Fort +7, Ref +2, Will –1; Str 18, Dex 14, Con 18, Int 8, Wis 8, Cha 6.
Skills and Feats: Spot +1; Exotic Weapon Proficiency (dwarven waraxe), Toughness, Weapon Focus (dwarven waraxe).
Equipment: mw dwarven waraxe, large wooden shield, banded mail, composite longbow, 213 gp.
Tank: male dwarf Ftr3; CR 3; Medium-size Humanoid (dwarf); HD 3d10+15; hp 36; Init +2 (Dex); AC 21 (+8 full plate, +2 large wooden shield, +1 Dex); Atks +9 melee (1d10+4/crit x3, mw dwarven waraxe), or +4 ranged (1d8+4/crit x3, mighty composite longbow [+4]); SA dwarven traits; SQ dwarven traits; AL LG; SV Fort +7, Ref +3, Will +0; Str 18, Dex 14, Con 18, Int 8, Wis 8, Cha 6.
Skills and Feats: Spot +2; Dodge, Exotic Weapon Proficiency (dwarven waraxe), Toughness, Weapon Focus (dwarven waraxe).
Equipment: mw dwarven waraxe, large wooden shield, mw full plate, mighty composite longbow [+4], 213 gp.
Tank: male dwarf Ftr4; CR 4; Medium-size Humanoid (dwarf); HD 4d10+19; hp 45; Init +2 (Dex); AC 23 (+9 full plate, +3 large wooden shield, +1 Dex); Atks +10 melee (1d10+6/crit x3, mw dwarven waraxe), or +6 ranged (1d8+4/crit x3, mw mighty composite longbow [+4]); SA dwarven traits; SQ dwarven traits; AL LG; SV Fort +8, Ref +3, Will +0; Str 19, Dex 14, Con 18, Int 8, Wis 8, Cha 6.
Skills and Feats: Spot +2; Dodge, Exotic Weapon Proficiency (dwarven waraxe), Toughness, Weapon Focus (dwarven waraxe), Weapon Specialization (dwarven waraxe).
Equipment: mw dwarven waraxe, +1 large wooden shield, +1 full plate, mw mighty composite longbow [+4], 463 gp.
Tank: male dwarf Ftr5; CR 5; Medium-size Humanoid (dwarf); HD 5d10+20; hp 52; Init +2 (Dex); AC 23 (+9 full plate, +3 large wooden shield, +1 Dex); Atks +11 melee (1d10+7/crit x3, +1 dwarven waraxe), or +7 ranged (1d8+4/crit x3, mw mighty composite longbow [+4]); SA dwarven traits; SQ dwarven traits; AL LG; SV Fort +8, Ref +3, Will +0; Str 19, Dex 14, Con 18, Int 8, Wis 8, Cha 6.
Skills and Feats: Spot +3; Dodge, Exotic Weapon Proficiency (dwarven waraxe), Toughness, Weapon Focus (dwarven waraxe), Weapon Specialization (dwarven waraxe).
Equipment: +1 dwarven waraxe, +1 large wooden shield, +1 full plate, mw mighty composite longbow [+4], +1 cloak of resistance, 1063 gp.
Tank: male dwarf Ftr6; CR 6; Medium-size Humanoid (dwarf); HD 6d10+24; hp 61; Init +2 (Dex); AC 25 (+10 full plate, +3 large wooden shield, +1 Dex, +1 ring of protection); Atks +12/+7 melee (1d10+7/crit x3, +1 dwarven waraxe), or +8/+3 ranged (1d8+4/crit x3, mw mighty composite longbow [+4]); SA dwarven traits; SQ dwarven traits; AL LG; SV Fort +9, Ref +4, Will +1; Str 19, Dex 14, Con 18, Int 8, Wis 8, Cha 6.
Skills and Feats: Spot +3; Dodge, Endurance, Exotic Weapon Proficiency (dwarven waraxe), Power Attack, Toughness, Weapon Focus (dwarven waraxe), Weapon Specialization (dwarven waraxe).
Equipment: +1 dwarven waraxe, +1 large wooden shield, +2 full plate, mw mighty composite longbow [+4], +1 ring of protection, +1 cloak of resistance, 63 gp.
Tank: male dwarf Ftr7; CR 7; Medium-size Humanoid (dwarf); HD 7d10+28; hp 71; Init +2 (Dex); AC 25 (+10 full plate, +3 large wooden shield, +1 Dex, +1 ring of protection); Atks +13/+8 melee (1d10+7/crit x3, +1d6 fire, +1 flaming dwarven waraxe), or +9/+4 ranged (1d8+4/crit x3, mw mighty composite longbow [+4]); SA dwarven traits; SQ dwarven traits; AL LG; SV Fort +9, Ref +4, Will +1; Str 19, Dex 14, Con 18, Int 8, Wis 8, Cha 6.
Skills and Feats: Spot +4; Dodge, Endurance, Exotic Weapon Proficiency (dwarven waraxe), Power Attack, Toughness, Weapon Focus (dwarven waraxe), Weapon Specialization (dwarven waraxe).
Equipment: +1 flaming dwarven waraxe, +1 large wooden shield, +2 full plate, mw mighty composite longbow [+4], +1 ring of protection, +1 cloak of resistance, 63 gp.
Tank: male dwarf Ftr7, Def1; CR 8; Medium-size Humanoid (dwarf); HD 7d10+1d12+32; hp 81; Init +2 (Dex); AC 28 (+10 full plate, +3 large wooden shield, +1 amulet of natural armor, +1 Dex, +2 ring of protection, +1 Def); Atks +15/+10 melee (1d10+8/crit x3, +1d6 fire, +1 flaming dwarven waraxe), or +10/+5 ranged (1d8+4/crit x3, mw mighty composite longbow [+4]); SA defensive stance, dwarven traits; SQ dwarven traits; AL LG; SV Fort +11, Ref +4, Will +3; Str 20, Dex 14, Con 18, Int 8, Wis 8, Cha 6.
Skills and Feats: Spot +5; Dodge, Endurance, Exotic Weapon Proficiency (dwarven waraxe), Power Attack, Toughness, Weapon Focus (dwarven waraxe), Weapon Specialization (dwarven waraxe).
Equipment: +1 flaming dwarven waraxe, +1 large wooden shield, +2 full plate, mw mighty composite longbow [+4], +2 ring of protection, +1 amulet of natural armor, +1 cloak of resistance, 63 gp.
Tank: male dwarf Ftr7, Def2; CR 9; Medium-size Humanoid (dwarf); HD 7d10+2d12+36; hp 92; Init +2 (Dex); AC 30 (+10 full plate, +4 large wooden shield, +2 amulet of natural armor, +1 Dex, +2 ring of protection, +1 Def); Atks +16/+11 melee (1d10+8/crit x3, +1d6 fire, +1 flaming dwarven waraxe), or +11/+6 ranged (1d8+4/crit x3, mw mighty composite longbow [+4]); SA defensive stance, dwarven traits; SQ defensive awareness, dwarven traits; AL LG; SV Fort +12, Ref +4, Will +4; Str 20, Dex 14, Con 18, Int 8, Wis 8, Cha 6.
Skills and Feats: Spot +6; Cleave, Dodge, Endurance, Exotic Weapon Proficiency (dwarven waraxe), Power Attack, Toughness, Weapon Focus (dwarven waraxe), Weapon Specialization (dwarven waraxe).
Equipment: +1 flaming dwarven waraxe, +2 large wooden shield, +2 full plate, mw mighty composite longbow [+4], +2 ring of protection, +2 amulet of natural armor, +1 cloak of resistance, 63 gp.
Judge: male human Drd5; CR 5; Medium-size Humanoid (human); HD 5d8+10; hp 36; Init +1 (Dex); Spd 30 ft; AC 11 (+1 Dex); Atks +4 melee (1d6+1, quarterstaff); SA spells; SQ animal companion, nature sense, resist nature's lure, trackless step, wild shape, woodland stride; AL LN; SV Fort +6, Ref +2, Will +8; Str 13, Dex 12, Con 14, Int 9, Wis 18, Cha 8.
Skills and Feats: Animal Empathy +7, Spot +8, Wilderness Lore +12; Track, Weapon Focus (scimitar).
Druid Spells Prepared (5/4/3/2): 0 – cure minor wounds (2), flare (2), resistance; 1 – obscuring mist (2), invisibility to animals, faerie fire; 2 – chill metal, flame blade, summon swarm; 3 – call lightning, poison.
SQ - Wild Shape (Sp): 1/day, Judge may assume the form of a natural animal, from Small to Medium-size.
Possessions: clothing, quarterstaff.
Minimax: male halfling Rog1; CR 1; Small Humanoid (halfling); HD 1d6+2; hp 8; Init +5 (Dex); Spd 20 ft; AC 19 (+4 chain shirt, +4 Dex, +1 size); Atks +2 melee (1d4+1/crit 19-20, dagger), or +7 ranged (1d4/crit 19-20, dagger); SA sneak attack; SQ halfling traits; AL LE; SV Fort +3, Ref +8, Will +1; Str 12, Dex 20, Con 14, Int 10, Wis 10, Cha 8.
Skills and Feats: Climb +1, Bluff +3, Disguise +3, Hide +11, Jump +5, Listen +6, Move Silently +9, Perform +3, Tumble +7; Combat Reflexes.
Special Attacks: Sneak Attack (Ex): Minimax deals +1d6 damage against an opponent with a discernable anatomy who is denied a Dex bonus or is flanked.
Special Qualities: Halfling Traits (Ex): +2 save vs. fear, +1 attack with thrown weapons.
Possessions: daggers (5), chain shirt, rations.
Minimax: male halfling Rog3; CR 3; Small Humanoid (halfling); HD 3d6+6; hp 19; Init +5 (Dex); Spd 20 ft; AC 21 (+5 mithril shirt, +5 Dex, +1 size); Atks +5 melee (1d4+1/crit 19-20, mw dagger), or +10 ranged (1d4/crit 19-20, mw dagger); SA sneak attack; SQ evasion, halfling traits, uncanny dodge; AL LE; SV Fort +4, Ref +9, Will +2; Str 12, Dex 20, Con 14, Int 10, Wis 10, Cha 8.
Skills and Feats: Climb +1, Bluff +5, Disguise +3, Hide +15, Intimidate +1, Jump +6, Listen +8, Move Silently +13, Perform +4, Spot +4, Tumble +13; Combat Reflexes, Dodge.
Special Attacks: Sneak Attack (Ex): Minimax deals +2d6 damage against an opponent with a discernable anatomy who is denied a Dex bonus or is flanked.
Special Qualities: Halfling Traits (Ex): +2 save vs. fear, +1 attack with thrown weapons. Uncanny Dodge: Dex bonus to AC.
Possessions: mw dagger, daggers (5), +1 mithril shirt, rations.
Minimax: male halfling Mnk4, Rog3; CR 7; Small Humanoid (halfling); HD 3d6+4d8+14; hp 45; Init +5 (Dex); Spd 25 ft; AC 23 (+6 mithril shirt, +1 ring of protection, +5 Dex, +1 size); Atks +8 melee (1d4+2/crit 19-20 +1d6 electricity, +1 shock dagger), or +7 melee (1d6+1, unarmed strike), or +5/+5 melee (1d6+1, unarmed strike), or +13 ranged (1d4+1/crit 19-20, mw dagger); SA sneak attack, stunning attack; SQ evasion, fast movement, halfling traits, slow fall, still mind, uncanny dodge; AL LE; SV Fort +8, Ref +13, Will +6; Str 12, Dex 20, Con 15, Int 10, Wis 10, Cha 8.
Skills and Feats: Climb +1, Bluff +5, Disguise +3, Hide +19, Intimidate +1, Jump +6, Listen +12, Move Silently +17, Perform +4, Spot +4, Tumble +17; Combat Reflexes, Deflect Arrows, Dodge, Improved Unarmed Strike, Mobility.
Special Attacks: Stunning Attack (Su): 4/day, Minimax may attempt to stun a living creature for 1 round. The creature is unable to act unless it succeeds a Fortitude save (DC 12). Sneak Attack (Ex): Minimax deals +2d6 damage against an opponent with a discernable anatomy who is denied a Dex bonus or is flanked.
Special Qualities: Halfling Traits (Ex): +2 save vs. fear, +1 attack with thrown weapons. Slow Fall (Ex): When within arm's length of a wall, reduce the effective height of a wall by 20 ft. Uncanny Dodge: Dex bonus to AC.
Possessions: +1 shock dagger, mw daggers (10), daggers (10), +2 mithril shirt, +1 ring of protection, rations.
Minimax: male human Rog1; CR 1; Medium-size Humanoid (human); HD 1d6+2; hp 8; Init +3 (Dex); Spd 30 ft; AC 17 (+4 chain shirt, +3 Dex); Atks +2 melee (1d6+2, throwing axe); SA sneak attack; AL LE; SV Fort +2, Ref +5, Will +2; Str 14, Dex 16, Con 14, Int 10, Wis 14, Cha 10.
Skills and Feats: Bluff +4, Disguise +4, Hide +5, Jump +4, Listen +6, Move Silently +5, Perform +4, Spot +6, Tumble +5; Combat Reflexes, Dodge.
Special Attacks: Sneak Attack (Ex): Minimax deals +1d6 damage against an opponent with a discernable anatomy who is denied a Dex bonus or is flanked.
Possessions: throwing axes (3), chain shirt, rations.
Minimax: male human Ftr2, Rog1; CR 3; Medium-size Humanoid (human); HD 1d6+2d10+6; hp 23; Init +3 (Dex); Spd 30 ft; AC 17 (+4 mithril shirt, +3 Dex); Atks +6 melee (1d6+2, mw throwing axe), or +6 ranged (1d8/crit x3, mw longbow); SA sneak attack; AL LE; SV Fort +5, Ref +5, Will +2; Str 14, Dex 16, Con 14, Int 10, Wis 14, Cha 10.
Skills and Feats: Bluff +4, Disguise +4, Hide +7, Jump +7, Listen +6, Move Silently +7, Perform +5, Ride +6, Spot +6, Tumble +9; Combat Reflexes, Dodge, Mobility, Quick Draw, Weapon Finesse (throwing axe).
Special Attacks: Sneak Attack (Ex): Minimax deals +1d6 damage against an opponent with a discernable anatomy who is denied a Dex bonus or is flanked.
Possessions: mw throwing axe, throwing axes (3), mithril shirt, mw longbow, 20 arrows, rations, 800 gp.
Minimax: male human Ftr2, Mnk2, Rog1; CR 5; Medium-size Humanoid (human); HD 1d6+2d8+2d10+10; hp 36; Init +3 (Dex); Spd 30 ft; AC 18 (+2 bracers of armor, +1 ring of protection, +3 Dex, +2 Wis); Atks +7 melee (1d6+3, +1 throwing axe), or +7 ranged (1d8/crit x3, mw longbow); SA stunning attack, sneak attack; SQ evasion; AL LE; SV Fort +7, Ref +8, Will +5; Str 14, Dex 17, Con 14, Int 10, Wis 14, Cha 10.
Skills and Feats: Bluff +4, Disguise +4, Hide +11, Jump +7, Listen +6, Move Silently +11, Perform +5, Ride +6, Spot +6, Tumble +11; Combat Reflexes, Deflect Arrows, Dodge, Improved Unarmed Strike, Mobility, Quick Draw, Weapon Finesse (throwing axe).
Special Attacks: Stunning Attack (Su): 2/day, Minimax may attempt to stun a living creature for 1 round. The creature is unable to act unless it succeeds a Fortitude save (DC 13). Sneak Attack (Ex): Minimax deals +1d6 damage against an opponent with a discernable anatomy who is denied a Dex bonus or is flanked.
Possessions: +1 throwing axe, mw throwing axe, mw longbow, +2 bracers of armor, +1 ring of protection, 20 arrows, rations, 1000 gp.
Minimax: male human Ftr2, Mnk2, Rog1, Asn3; CR 8; Medium-size Humanoid (human); HD 4d6+2d8+2d10+16; hp 52; Init +4 (Dex); Spd 30 ft; AC 20 (+2 bracers of armor, +1 ring of protection, +4 Dex, +2 Wis, +1 amulet of natural armor); Atks +9 melee (1d6+3, +1 throwing axe), or +9 ranged (1d8+3/crit x3, +1 mighty composite longbow [+4]); SA death attack, stunning attack, sneak attack; SQ evasion, poison use, uncanny dodge; AL LE; SV Fort +8, Ref +12, Will +6; Str 14, Dex 18, Con 14, Int 10, Wis 14, Cha 10.
Skills and Feats: Balance +6, Bluff +4, Disguise +4, Hide +15, Jump +7, Listen +6, Move Silently +15, Perform +5, Ride +7, Spot +10, Tumble +17; Combat Reflexes, Deflect Arrows, Dodge, Expert Tactician, Improved Unarmed Strike, Mobility, Quick Draw, Weapon Finesse (throwing axe).
Special Attacks: Stunning Attack (Su): 2/day, Minimax may attempt to stun a living creature for 1 round. The creature is unable to act unless it succeeds a Fortitude save (DC 13). Sneak Attack (Ex): Minimax deals +3d6 damage against an opponent with a discernable anatomy who is denied a Dex bonus or is flanked.
Special Qualities: Uncanny Dodge: Dex bonus to AC.
Possessions: +1 shock throwing axe, +1 ghost touch throwing axe, +1 mighty composite longbow [+4], +2 bracers of armor, +1 ring of protection, +1 amulet of natural armor, 20 arrows, rations.
Minimax: male human Ftr2, Mnk2, Rgr1, Rog1, Asn3; CR 9; Medium-size Humanoid (human); HD 4d6+2d8+3d10+27; hp 69; Init +8 (Dex, Improved Initiative); Spd 30 ft; AC 20 (+2 bracers of armor, +1 ring of protection, +4 Dex, +2 Wis, +1 amulet of natural armor); Atks +10/+5 melee (1d6+3, +1 throwing axe), or +8/+3 melee (1d6+3, +1 throwing axe), +8 melee (1d6+3, +1 throwing axe), or +10/+5 ranged (1d8+3/crit x3, +1 mighty composite longbow [+4]); SA death attack, stunning attack, sneak attack; SQ evasion, poison use, uncanny dodge; AL LE; SV Fort +12, Ref +13, Will +7; Str 14, Dex 18, Con 16, Int 10, Wis 14, Cha 10.
Skills and Feats: Balance +6, Bluff +4, Disguise +4, Hide +16, Jump +7, Listen +6, Move Silently +16, Perform +5, Ride +7, Spot +13, Tumble +17; Ambidexterity, Combat Reflexes, Deflect Arrows, Dodge, Expert Tactician, Improved Initiative, Improved Unarmed Strike, Mobility, Quick Draw, Track, Two-Weapon Fighting, Weapon Finesse (throwing axe).
Special Attacks: Stunning Attack (Su): 2/day, Minimax may attempt to stun a living creature for 1 round. The creature is unable to act unless it succeeds a Fortitude save (DC 13). Sneak Attack (Ex): Minimax deals +3d6 damage against an opponent with a discernable anatomy who is denied a Dex bonus or is flanked.
Special Qualities: Uncanny Dodge: Dex bonus to AC.
Possessions: +1 shock throwing axe, +1 ghost touch throwing axe, +1 mighty composite longbow [+4], +2 bracers of armor, +1 ring of protection, +1 amulet of natural armor, pink ioun stone, +1 cloak of resistance, 20 arrows, rations.
Minimax: male human Ftr2, Mnk2, Rgr1, Rog1, Asn3, Shd1; CR 10; Medium-size Humanoid (human); HD 4d6+3d8+3d10+30; hp 76; Init +9 (Dex, Improved Initiative); Spd 30 ft; AC 22 (+2 bracers of armor, +1 ring of protection, +5 Dex, +3 Wis, +1 amulet of natural armor); Atks +11/+6 melee (1d6+3, +1 throwing axe), or +9/+4 melee (1d6+3, +1 throwing axe), +9 melee (1d6+3, +1 throwing axe), or +11/+6 ranged (1d8+3/crit x3, +1 mighty composite longbow [+4]); SA death attack, stunning attack, sneak attack; SQ hide in plain sight, evasion, poison use, uncanny dodge; AL LE; SV Fort +12, Ref +16, Will +8; Str 14, Dex 20, Con 16, Int 10, Wis 16, Cha 10.
Skills and Feats: Balance +7, Bluff +4, Disguise +4, Hide +17, Jump +7, Listen +7, Move Silently +17, Perform +5, Ride +7, Spot +15, Tumble +19; Ambidexterity, Combat Reflexes, Deflect Arrows, Dodge, Expert Tactician, Improved Initiative, Improved Unarmed Strike, Mobility, Quick Draw, Track, Two-Weapon Fighting, Weapon Finesse (throwing axe).
Special Attacks: Stunning Attack (Su): 2/day, Minimax may attempt to stun a living creature for 1 round. The creature is unable to act unless it succeeds a Fortitude save (DC 14). Sneak Attack (Ex): Minimax deals +3d6 damage against an opponent with a discernable anatomy who is denied a Dex bonus or is flanked.
Special Qualities: Uncanny Dodge: Dex bonus to AC, can't be flanked.
Possessions: +1 shock throwing axe, +1 ghost touch throwing axe, +1 mighty composite longbow [+4], +2 bracers of armor, +1 ring of protection, +1 amulet of natural armor, pink ioun stone, incandescent blue ioun stone, gloves of Dexterity +2, +1 cloak of resistance, 20 arrows, rations, 1000 gp.
Minimax: male human Ftr2, Mnk2, Rgr1, Rog1, Asn3, Shd1, Ninja1; CR 11; Medium-size Humanoid (human); HD 4d6+4d8+3d10+33; hp 84; Init +10 (Dex, Improved Initiative); Spd 30 ft; AC 23 (+2 bracers of armor, +1 ring of protection, +6 Dex, +3 Wis, +1 amulet of natural armor); Atks +13/+8 melee (1d6+3, +1 throwing axe), or +11/+6 melee (1d6+3, +1 throwing axe), +11 melee (1d6+3, +1 throwing axe), or +13/+8 ranged (1d8+3/crit x3, +1 mighty composite longbow [+4]); SA death attack, stunning attack, sneak attack; SQ hide in plain sight, evasion, poison use, uncanny dodge; AL LE; SV Fort +15, Ref +19, Will +11; Str 14, Dex 22, Con 16, Int 10, Wis 16, Cha 10.
Skills and Feats: Balance +8, Bluff +4, Disguise +4, Hide +19, Jump +7, Listen +9, Move Silently +19, Perform +5, Ride +8, Spot +15, Tumble +21; Ambidexterity, Combat Reflexes, Deflect Arrows, Dodge, Expert Tactician, Improved Initiative, Improved Unarmed Strike, Mobility, Quick Draw, Track, Two-Weapon Fighting, Weapon Finesse (throwing axe).
Special Attacks: Stunning Attack (Su): 2/day, Minimax may attempt to stun a living creature for 1 round. The creature is unable to act unless it succeeds a Fortitude save (DC 14). Sneak Attack (Ex): Minimax deals +4d6 damage against an opponent with a discernable anatomy who is denied a Dex bonus or is flanked.
Special Qualities: Uncanny Dodge: Dex bonus to AC, can't be flanked.
Possessions: +1 shock throwing axe, +1 ghost touch throwing axe, +1 mighty composite longbow [+4], +2 bracers of armor, +1 ring of protection, +1 amulet of natural armor, pink ioun stone, incandescent blue ioun stone, gloves of Dexterity +4, +2 cloak of resistance, 20 arrows, rations, 3000 gp.
Minimax: male human Ftr2, Mnk2, Rgr1, Rog1, Asn3, Shd1, Ninja10; CR 20; Medium-size Humanoid (human); HD 4d6+13d8+3d10+60; hp 151; Init +12 (Dex, Improved Initiative); Spd 30 ft; AC 41 (+8 bracers of armor, +5 ring of protection, +8 Dex, +5 Monklike AC, +5 amulet of natural armor); Atks +28/+23/+18/+13 melee (1d6+9/crit 19-20, +4 flaming burst, shock, unholy throwing axe), or +26/+21/+16/+11 melee (1d6+9/crit 19-20, +4 flaming burst, shock, unholy throwing axe), +23/+18 melee (1d6+3/crit 18-20, +1 keen vorpal returning ghost touch throwing axe), or +27/+22/+17/+12 ranged (1d8+7/crit x3, +2 mighty composite longbow [+4]); SA death attack, improved kuji-kiri, opportunist, silencing attack, stunning attack, sneak attack; SQ always sneaky, blindsight, ethereal jaunt, fast climb, fast sneak, gaseous form, hide in plain sight, improved evasion, invisibility, poison use, uncanny dodge; AL LE; SV Fort +25, Ref +31, Will +21; Str 20, Dex 27, Con 16, Int 10, Wis 16, Cha 12.
Skills and Feats: Balance +12, Bluff +7, Climb +21, Disguise +7, Hide +32, Jump +12, Listen +27, Move Silently +32, Perform +8, Ride +12, Spot +17, Tumble +34; Ambidexterity, Combat Reflexes, Deflect Arrows, Dodge, Expert Tactician, Improved Critical (throwing axe), Improved Initiative, Improved Two-Weapon Fighting, Improved Unarmed Strike, Mobility, Quick Draw, Track, Twin Sword Style, Two-Weapon Fighting, Weapon Finesse (throwing axe).
Special Attacks: Stunning Attack (Su): 2/day, Minimax may attempt to stun a living creature for 1 round. The creature is unable to act unless it succeeds a Fortitude save (DC 14). Sneak Attack (Ex): Minimax deals +8d6 damage against an opponent with a discernable anatomy who is denied a Dex bonus or is flanked.
Special Qualities: Uncanny Dodge: Dex bonus to AC, can't be flanked.
Possessions: +4 flaming burst, shock, unholy throwing axe, +1 keen vorpal returning ghost touch throwing axe, +1 flaming throwing axe, +3 mighty composite longbow [+4], +8 bracers of armor, +5 ring of protection, +5 amulet of natural armor, pink ioun stone, incandescent blue ioun stone, pink and green ioun stone, lavender and green ioun stone, pale green ioun stone, stone of good luck, gloves of Dexterity +6, +5 cloak of resistance, belt of giant Strength +6, ring of climbing, rod of cancellation, boots of striding and springing, lantern of revealing, climber's kit, 20 arrows, rations, 4000 gp.
DMsHeadache: male human Mnk2; CR 2; Medium-size Humanoid (human); HD 2d8+4; hp 34; Init +3 (Dex); Spd 30 ft; AC 15 (+2 Mnk, +3 Dex); Atks +3 melee (1d6+1, mw kama), or +5 ranged (1d4, mw sling); SA stunning attack; SQ evasion; AL LE; SV Fort +5, Ref +6, Will +5; Str 13, Dex 17, Con 15, Int 17, Wis 15, Cha 12.
Skills and Feats: Balance +5, Disguise +3, Escape Artist +8, Hide +8, Jump +8, Listen +7, Move Silently +8, Perform +6, Tumble +10; Deflect Arrows, Dodge, Improved Unarmed Strike, Mobility.
Special Attacks: Stunning Attack (Su): 2/day, DMsHeadache may attempt to stun a living creature for 1 round. The creature is unable to act unless it succeeds a Fortitude save (DC 13).
Possessions: mw kama, mw sling, rations.
DMsHeadache: male human Ftr4, Mnk2; CR 6; Medium-size Humanoid (human); HD 2d8+4d10+12; hp 34; Init +4 (Dex); Spd 30 ft; AC 18 (+1 ring of protection, +2 Mnk, +1 amulet of natural armor, +4 Dex); Atks +11 melee (1d6+4/crit 19-20, +1 butterfly sword), or +10 ranged (1d8/crit x3, mw longbow); SA stunning attack; SQ evasion; AL LE; SV Fort +10, Ref +9, Will +7; Str 13, Dex 19, Con 15, Int 18, Wis 15, Cha 12.
Skills and Feats: Balance +6, Disguise +5, Escape Artist +9, Hide +10, Jump +12, Listen +9, Move Silently +10, Perform +6, Ride +9, Tumble +15; Combat Reflexes, Deflect Arrows, Dodge, Expertise, Improved Unarmed Strike, Mobility, Weapon Finesse (butterfly sword), Weapon Focus (butterfly sword), Weapon Specialization (butterfly sword).
Special Attacks: Stunning Attack (Su): 2/day, DMsHeadache may attempt to stun a living creature for 1 round. The creature is unable to act unless it succeeds a Fortitude save (DC 13).
Possessions: +1 butterfly sword, mw longbow, +1 ring of protection, +1 amulet of natural armor, gloves of Dexterity +2, +1 cloak of resistance, 1000 gp.
DMsHeadache: male human Ftr4, Mnk2, Rgr1; CR 7; Medium-size Humanoid (human); HD 2d8+5d10+14; hp 42; Init +4 (Dex); Spd 30 ft; AC 20 (+2 bracers of armor, +1 ring of protection, +2 Mnk, +1 amulet of natural armor, +4 Dex); Atks +12/+7 melee (1d6+4/crit 19-20, +1 butterfly sword), or +11/+6 ranged (1d8+1/crit x3, mw mighty composite longbow [+4]); SA stunning attack; SQ evasion; AL LE; SV Fort +12, Ref +9, Will +7; Str 13, Dex 19, Con 15, Int 18, Wis 15, Cha 12.
Skills and Feats: Balance +6, Disguise +5, Escape Artist +9, Hide +14, Jump +12, Listen +10, Move Silently +14, Perform +6, Ride +9, Tumble +15; Ambidexterity, Combat Reflexes, Deflect Arrows, Dodge, Expertise, Improved Unarmed Strike, Mobility, Track, Two-Weapon Fighting, Weapon Finesse (butterfly sword), Weapon Focus (butterfly sword), Weapon Specialization (butterfly sword).
Special Attacks: Stunning Attack (Su): 2/day, DMsHeadache may attempt to stun a living creature for 1 round. The creature is unable to act unless it succeeds a Fortitude save (DC 13).
Possessions: +1 butterfly sword, mw mighty composite longbow [+4], +2 bracers of armor, +1 ring of protection, +1 amulet of natural armor, gloves of Dexterity +2, +1 cloak of resistance, 2500 gp.
DMsHeadache: male human Ftr4, Mnk2, Rgr1, Asn1; CR 8; Medium-size Humanoid (human); HD 1d6+2d8+5d10+16; hp 47; Init +5 (Dex); Spd 30 ft; AC 22 (+2 bracers of armor, +1 ring of protection, +3 Mnk, +1 amulet of natural armor, +5 Dex); Atks +13/+8 melee (1d6+4/crit 19-20, +1 butterfly sword), or +12/+7 ranged (1d8+1/crit x3, mw mighty composite longbow [+4]); SA death attack, sneak attack, stunning attack; SQ evasion, poison use; AL LE; SV Fort +12, Ref +12, Will +8; Str 13, Dex 20, Con 15, Int 18, Wis 17, Cha 12.
Skills and Feats: Balance +7, Disguise +5, Escape Artist +10, Hide +16, Jump +12, Listen +11, Move Silently +16, Perform +6, Ride +10, Spot +8, Tumble +18; Ambidexterity, Combat Reflexes, Deflect Arrows, Dodge, Expertise, Improved Unarmed Strike, Mobility, Track, Two-Weapon Fighting, Weapon Finesse (butterfly sword), Weapon Focus (butterfly sword), Weapon Specialization (butterfly sword).
Special Attacks: Death Attack: DC 15. Sneak Attack (Ex): +1d6 damage to a flanked or flat-footed opponent with an anatomy. Stunning Attack (Su): 2/day, DMsHeadache may attempt to stun a living creature for 1 round. The creature is unable to act unless it succeeds a Fortitude save (DC 13).
Possessions: +1 butterfly sword, mw mighty composite longbow [+4], +2 bracers of armor, +1 ring of protection, +1 amulet of natural armor, gloves of Dexterity +2, +1 cloak of resistance, incandescent blue ioun stone, 2500 gp.
DMsHeadache: male human Ftr4, Mnk2, Rgr1, Asn1, Shd1; CR 9; Medium-size Humanoid (human); HD 1d6+3d8+5d10+18; hp 54; Init +5 (Dex); Spd 30 ft; AC 22 (+2 bracers of armor, +1 ring of protection, +3 Mnk, +1 amulet of natural armor, +5 Dex); Atks +12/+7 melee (1d6+5/crit 19-20, +2 butterfly sword), +11 melee (1d6+3/crit 19-20, +1 butterfly sword), or +12/+7 ranged (1d8+1/crit x3, mw mighty composite longbow [+4]); SA death attack, sneak attack, stunning attack; SQ evasion, hide in plain sight, poison use; AL LE; SV Fort +13, Ref +15, Will +9; Str 13, Dex 20, Con 15, Int 18, Wis 17, Cha 12.
Skills and Feats: Balance +7, Disguise +5, Escape Artist +10, Hide +17, Jump +12, Listen +12, Move Silently +17, Perform +6, Ride +10, Spot +15, Tumble +19; Ambidexterity, Combat Reflexes, Deflect Arrows, Dodge, Expertise, Improved Unarmed Strike, Mobility, Quick Draw, Track, Two-Weapon Fighting, Weapon Finesse (butterfly sword), Weapon Focus (butterfly sword), Weapon Specialization (butterfly sword).
Special Attacks: Death Attack: DC 15. Sneak Attack (Ex): +1d6 damage to a flanked or flat-footed opponent with an anatomy. Stunning Attack (Su): 2/day, DMsHeadache may attempt to stun a living creature for 1 round. The creature is unable to act unless it succeeds a Fortitude save (DC 13).
Possessions: +2 butterfly sword,+1 butterfly sword, mw mighty composite longbow [+4], +2 bracers of armor, +1 ring of protection, +1 amulet of natural armor, gloves of Dexterity +2, +2 cloak of resistance, incandescent blue ioun stone.
DMsHeadache: male human Ftr4, Mnk2, Rgr1, Asn1, Duelist1, Shd1; CR 10; Medium-size Humanoid (human); HD 1d6+3d8+6d10+20; hp 61; Init +6 (Dex); Spd 30 ft; AC 27 (+2 bracers of armor, +1 ring of protection, +3 Mnk, +1 amulet of natural armor, +6 Dex, +4 canny defense); Atks +14/+9 melee (1d6+5/crit 19-20, +2 butterfly sword), +13 melee (1d6+3/crit 19-20, +1 butterfly sword), or +14/+9 ranged (1d8+1/crit x3, mw mighty composite longbow [+4]); SA death attack, sneak attack, stunning attack; SQ evasion, hide in plain sight, poison use; AL LE; SV Fort +13, Ref +18, Will +9; Str 13, Dex 22, Con 15, Int 18, Wis 17, Cha 12.
Skills and Feats: Balance +8, Disguise +5, Escape Artist +11, Hide +18, Jump +15, Listen +16, Move Silently +17, Perform +6, Ride +11, Spot +16, Tumble +21; Ambidexterity, Combat Reflexes, Deflect Arrows, Dodge, Expertise, Improved Unarmed Strike, Mobility, Quick Draw, Track, Two-Weapon Fighting, Weapon Finesse (butterfly sword), Weapon Focus (butterfly sword), Weapon Specialization (butterfly sword).
Special Attacks: Death Attack: DC 15. Sneak Attack (Ex): +1d6 damage to a flanked or flat-footed opponent with an anatomy. Stunning Attack (Su): 2/day, DMsHeadache may attempt to stun a living creature for 1 round. The creature is unable to act unless it succeeds a Fortitude save (DC 13).
Possessions: +2 butterfly sword, +1 butterfly sword, mw mighty composite longbow [+4], +2 bracers of armor, +1 ring of protection, +1 amulet of natural armor, gloves of Dexterity +4, +2 cloak of resistance, incandescent blue ioun stone, 20 arrows, 1000 gp.
DMsHeadache: male human Ftr4, Mnk2, Rgr1, Asn1, Duelist1, Ninja10, Shd1; CR 20; Medium-size Humanoid (human); HD 1d6+13d8+6d10+80; hp 178; Init +12 (Dex, Improved Initiative); Spd 60 ft; AC 49 (+8 bracers of armor, +5 ring of protection, +6 Mnk, +5 amulet of natural armor, +8 Dex, +7 canny defense); Atks +28/+23/+18/+13 melee (1d6+10/crit 17-20, +5 flaming, shock, ghost touch butterfly sword), +24/+19 melee (1d6+7/crit 15-20, +1 keen vorpal unholy butterfly sword), or +25/+20/+15/+10 ranged (1d8+2/crit x3, +1 flaming shock mighty composite longbow [+4]); SA death attack, improved kuji-kiri, opportunist, silencing attack, sneak attack, stunning attack; SQ always sneaky, blindsight, ethereal jaunt, evasion, fast climb, fast sneak, gaseous form, hide in plain sight, poison use; AL LE; SV Fort +25, Ref +30, Will +20; Str 16, Dex 26**, Con 18, Int 24, Wis 18, Cha 12.
Skills and Feats: Balance +10, Climb +28, Disguise +5, Escape Artist +17, Hide +31, Jump +38, Listen +27, Move Silently +29, Perform +6, Ride +13, Spot +27, Tumble +33; Ambidexterity, Blind-Fight, Combat Reflexes, Deflect Arrows, Dodge, Expertise, Improved Critical (butterfly sword), Improved Initiative, Improved Two-Weapon Fighting, Improved Unarmed Strike, Mobility, Quick Draw, Spring Attack, Track, Two-Weapon Fighting, Weapon Finesse (butterfly sword), Weapon Focus (butterfly sword), Weapon Specialization (butterfly sword).
Special Attacks: Death Attack: DC 15. Sneak Attack (Ex): +6d6 damage to a flanked or flat-footed opponent with an anatomy. Stunning Attack (Su): 3/day, DMsHeadache may attempt to stun a living creature for 1 round. The creature is unable to act unless it succeeds a Fortitude save (DC 13).
Possessions: +1 keen vorpal unholy butterfly sword*, +5 flaming, shock, ghost touch butterfly sword, +1 flaming shock mighty composite longbow [+4], +8 bracers of armor, +5 ring of protection, +5 amulet of natural armor, gloves of Dexterity +6, pale blue ioun stone, pink ioun stone, +5 cloak of resistance, incandescent blue ioun stone, +6 headband of Intellect +6, 100 arrows, climber's kit, vestments of faith, monk's belt, boots of striding and springing, 4000 gp.
* This weapon is intelligent and communicates with empathy. It has Int 12, Wis 14, Cha 11 and gives its user Blind-Fight and Improved Initiative. It is strongly evil (NE) and wishes to rid the world of good, but its ego (14) is not high enough to force DMsHeadache to obey it.
** Including a +2 inherent bonus from a manual of quickness of action +2.
Character, male dwarf Ftr8: CR 8; ECL 8; Medium-size Humanoid (dwarf); HD 8d10+27; hp 81; Init +1; Spd 15 ft; AC 20 (+9 full plate, +1 Dex); Melee +1 keen greataxe +15/+10 (1d12+8/crit 18-20/x3); SQ dwarven traits; AL LE; SV Fort +9, Ref +3, Will +3; Str 21, Dex 13, Con 16, Int 10, Wis 12, Cha 6.
Skills and Feats: Climb +4, Spot +6, Swim +13*; Cleave, Dodge, Endurance, Improved Critical (greataxe), Power Attack, Toughness, Weapon Focus (greataxe), Weapon Specialization (greataxe).
* Unencumbered
SQ–Dwarven Traits (Ex): 60 foot darkvision, stonecunning, +2 save vs. poison, +2 save vs. spells or spell-like abilities, +1 attack vs. goblinoids or orcs, +4 dodge vs. giants, +2 craft with stone or metal.
Equipment: +1 keen greataxe, +1 full plate, belt of Str +4.
Character, male dwarf Ftr8/Dwarven Defender1: CR 9; ECL 9; Medium-size Humanoid (dwarf); HD 8d10+1d12+39; hp 100; Init +1; Spd 15 ft; AC 23 (+10 full plate, +1 ring of protection, +1 Dex, +1 dodge); Melee +1 keen greataxe +16/+11 (1d12+8/crit 18-20/x3); SA defensive stance; SQ dwarven traits; AL LE; SV Fort +12, Ref +3, Will +7; Str 21, Dex 13, Con 18, Int 10, Wis 12, Cha 6.
Skills and Feats: Climb +4, Spot +8, Swim +13*; Cleave, Dodge, Endurance, Improved Critical (greataxe), Iron Will, Power Attack, Toughness, Weapon Focus (greataxe), Weapon Specialization (greataxe).
* Unencumbered.
SA–Defensive Stance (Ex): 1/day, Character can become a stalwart bastion of defense, for up to 9 rounds, gaining +2 Str, +4 Con, a +2 resistance bonus to all saves, and a +4 dodge bonus to AC.
SQ–Dwarven Traits (Ex): 60 foot darkvision, stonecunning, +2 save vs. poison, +2 save vs. spells or spell-like abilities, +1 attack vs. goblinoids or orcs, +4 dodge vs. giants, +2 craft with stone or metal.
Equipment: +1 keen greataxe, +2 full plate, +1 ring of protection, belt of Str +4, amulet of Con +2.
Character, female dwarf Clr11: CR 11; ECL 11; Medium-size Humanoid (dwarf); HD 11d8+28; hp 78; Init +1; Spd 15 ft; AC 27 (+10 full plate, +5 large steel shield*, +1 amulet of natural armor, +1 Dex); Melee +1 light flail +12/+7 (1d8+3); SA rebuke undead, smite, spells; SQ dwarven traits; AL LE; SV Fort +9, Ref +4, Will +10; Str 15, Dex 13, Con 14, Int 8, Wis 16, Cha 8.
Skills and Feats: Concentration +10, Knowledge (religion) +4; Dodge, Endurance, Martial Weapon Proficiency (light flail), Power Attack, Toughness, Weapon Focus (light flail).
SA–Rebuke Undead (Su): 2/day, Character can attempt to rebuke undead creatures. She can rebuke undead with no more than (1d20+22)/3 HD. Each attempt, she rebukes 2d6+10 total HD. Undead with 5 or fewer HD are commanded instead.
SA–Smite (Su): 1/day, Character can make a single melee attack with a +4 attack bonus and a +10 damage bonus.
SQ–Dwarven Traits (Ex): 60 foot darkvision, stonecunning, +2 save vs. poison, +2 save vs. spells or spell-like abilities, +1 attack vs. goblinoids or orcs, +4 dodge vs. giants, +2 craft with stone or metal.
Cleric Spells Prepared (6/6/5/5/3/2/1): 0–detect magic (3), guidance, light, purify food and drink; 1–divine favor (2), shield of faith; 2–aid, cure moderate wounds (2), lesser restoration, resist elements; 3–bestow curse (2), deeper darkness, dispel magic, invisibility purge; 4–cure critical wounds, divination, spell immunity; 5–righteous might, spell resistance; 6–harm.
Domain Spells (Hextor/Destruction and War): 1–magic weapon; 2–shatter; 4–divine power; 5–flame strike; 6–harm.
Equipment: +1 light flail, +2 full plate, large steel shield*, +1 amulet of natural armor, ioun stone of Wis +2, fine myrrh (150 gp), black opal (1000 gp), blue star sapphire (800 gp), alexandrite (600 gp), deep blue spinel (400 gp).
* The large steel shield has magic vestment cast on it, and is effectively a +3 shield.
The character has three endure elements active each day: fire, electricity, and acid. She typically prepares for combat with the following spells:
spell immunity (harm, cone of cold), invisibility purge, shield of faith, aid, righteous might, divine favor.
Ethel, male human Clr7: CR 7; ECL 7; Medium-size Humanoid (human); HD 7d8+21; hp 56; Init +2; Spd 20 ft; AC 27 (+11 full plate, +1 amulet of natural armor, +4 large steel shield, +1 Dex); Melee unarmed strike +9 (1d3+4); SA spells, turn undead; AL LN; SV Fort +8, Ref +4, Will +9; Str 18, Dex 14, Con 17, Int 16, Wis 18, Cha 12.
Skills and Feats: Concentration +13, Diplomacy +11, Knowledge (arcana) +13, Knowledge (religion) +13, Scry +13, Spellcraft +13; Dodge, Expertise, Mobility, Spring Attack.
SA–Turn Undead (Su): 4/day, Ethel can attempt to turn undead creatures. He can turn undead with no more than (1d20+12)/3 HD. Each attempt, he turns 2d6+8 total HD. Undead with 3 or fewer HD are destroyed instead.
Cleric Spells Prepared (6/5/4/3/2): 0–detect magic (3), light (2), purify food and drink; 1–bless, divine favor (3), shield of faith; 2–bull’s strength (2), lesser restoration, silence; 3–bestow curse, dispel magic (2); 4–divination, greater magic weapon.
Domain Spells (St. Cuthbert/Destruction and Strength): 1–endure elements; 2–bull’s strength; 3–magic vestment; 4–spell immunity.
Equipment: mw mace, +3 full plate, +2 large steel shield, +1 amulet of natural armor, 2,000 gp.