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Dragons of Heaven and Earth NPC thread

Discussion in 'Role-play Corner' started by DarkStrider, May 14, 2006.

  1. DarkStrider

    DarkStrider I've seen the future and it has seen me Distinguished Member

    Joined:
    Aug 17, 2005
    Messages:
    4,321
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    [​IMG] This thread will include all the NPC's that are in Dragons of Heaven and Earth. Nobody but me should need to post here.


    The Lords of Nippon

    Ryuichi Hojo

    Male Human Samurai 20 Lawful Good

    Strength 15 (+2)
    Dexterity 14 (+2)
    Constitution 22 (+6)
    Intelligence 13 (+1)
    Wisdom 13 (+1)
    Charisma 13 (+1)

    Height: 6' 4"
    Weight: 220 lb
    Skin: Yellow
    Eyes: Black
    Hair: Black; Straight; Beardless

    Total Hit Points: 235

    Speed: 30 feet

    Initiative modifier: +6 = +2 [dexterity] +4 [improved initiative]
    Fortitude save: +18 = 12 [base] +6 [constitution]
    Reflex save: +10 = 6 [base] +2 [dexterity] +2 [lightning reflexes]
    Will save: +7 = 6 [base] +1 [wisdom]
    Attack (handheld): +22/+17/+12/+7 = 20 [base] +2 [strength]
    Attack (unarmed): +22/+17/+12/+7 = 20 [base] +2 [strength]
    Attack (missile): +22/+17/+12/+7 = 20 [base] +2 [dexterity]
    Grapple check: +22/+17/+12/+7 = 20 [base] +2 [strength]
    Short Sword [1d6, crit 19-20/x2, 1 lb, light, piercing]
    Katana [1d10, crit 19-20/x2, 6 lb., one-handed, slashing]

    Feats:
    Blind-fight
    Combat Reflexes
    Dodge
    Mobility
    Spring Attack
    Improved Initiative
    Leadership
    Lightning Reflexes

    Traits:
    Appraise Int 1 = +1
    Balance Dex* 2 = +2
    Bluff Cha 1 = +1
    Climb Str* 2 = +2
    Concentration Con 26 = +6 +20
    Craft_1 Int 1 = +1
    Craft_2 Int 1 = +1
    Craft_3 Int 1 = +1
    Diplomacy Cha 26 = +1 +23 +2 [sense motive]
    Disguise Cha 1 = +1
    Escape Artist Dex* 2 = +2
    Forgery Int 1 = +1
    Gather Information Cha 1 = +1
    Heal Wis 1 = +1
    Hide Dex* 2 = +2
    Intimidate Cha 10 = +1 +9
    Jump Str* 2 = +2
    Knowledge (history) Int 21 = +1 +20
    Listen Wis 1 = +1
    Move Silently Dex* 2 = +2
    Perform_1 Cha 1 = +1
    Perform_2 Cha 1 = +1
    Perform_3 Cha 1 = +1
    Perform_4 Cha 1 = +1
    Perform_5 Cha 1 = +1
    Ride Dex 2 = +2
    Search Int 1 = +1
    Sense Motive Wis 21 = +1 +20
    Spot Wis 1 = +1
    Survival Wis 1 = +1
    Swim Str** 2 = +2
    Use Rope Dex 2 = +2
    * = check penalty for wearing armor

    Samurai:
    Free proficiency with Katana
    Use Katana and shortsword as if you have two-weapon fighting feat (level 2)
    Use Katana or shortsword as if you have quick draw feat (level 5)
    Improved initiative (level 8)
    Use Katana and shortsword as if you have improved two-weapon fighting feat (level 11)
    Use Katana and shortsword as if you have greater two-weapon fighting feat (level 16)
    Ki smite (add charisma bonus to damage)(levels 3, 7, 12, 16)
    Staredown (+4 to intimidate / demoralize) (level 6)
    Mass staredown (intimidate / demoralize all in 30 feet, standard action) (level 10)
    Improved staredown (intimidate / demoralize all in 30 feet, move action) (level 14)
    Frightful presence (all in 30 feet save vs DC20+char mod or panicked) (level 20)

    =====================================================================

    Ishii Mori

    Male Human Samurai 25 Lawful Neutral

    Strength 12 (+1)
    Dexterity 14 (+2)
    Constitution 22 (+6)
    Intelligence 11 (+0)
    Wisdom 9 (-1)
    Charisma 16 (+3)

    Height: 5' 9"
    Weight: 180 lb
    Skin: Yellow
    Eyes: Blue
    Hair: Gray; Straight; Beardless

    Total Hit Points: 292

    Speed: 30 feet

    Initiative modifier: +6 = +2 [dexterity] +4 [improved initiative]
    Fortitude save: +18 = 12 [base] +6 [constitution]
    Reflex save: +10 = 6 [base] +2 [dexterity] +2 [lightning reflexes]
    Will save: +5 = 6 [base] -1 [wisdom]
    Attack (handheld): +21/+16/+11/+6 = 20 [base] +1 [strength]
    Attack (unarmed): +21/+16/+11/+6 = 20 [base] +1 [strength]
    Attack (missile): +22/+17/+12/+7 = 20 [base] +2 [dexterity]
    Grapple check: +21/+16/+11/+6 = 20 [base] +1 [strength]
    Short Sword [1d6, crit 19-20/x2, 1 lb, light, piercing]
    Katana [1d10, crit 19-20/x2, 6 lb., one-handed, slashing]

    Feats:
    Blind-fight
    Combat Reflexes
    Dodge
    Mobility
    Spring Attack
    Improved Critical x1 Katana
    Improved Initiative
    Leadership
    Lightning Reflexes
    Weapon Focus x1 Katana

    Traits:
    Appraise Int 0 = +0
    Balance Dex* 2 = +2
    Bluff Cha 3 = +3
    Climb Str* 1 = +1
    Concentration Con 34 = +6 +28
    Craft_1 Int 0 = +0
    Craft_2 Int 0 = +0
    Craft_3 Int 0 = +0
    Diplomacy Cha 33 = +3 +28 +2 [sense motive]
    Disguise Cha 3 = +3
    Escape Artist Dex* 2 = +2
    Forgery Int 0 = +0
    Gather Information Cha 3 = +3
    Heal Wis -1 = -1
    Hide Dex* 2 = +2
    Intimidate Cha 3 = +3
    Jump Str* 1 = +1
    Listen Wis -1 = -1
    Move Silently Dex* 2 = +2
    Perform_1 Cha 3 = +3
    Perform_2 Cha 3 = +3
    Perform_3 Cha 3 = +3
    Perform_4 Cha 3 = +3
    Perform_5 Cha 3 = +3
    Ride Dex 2 = +2
    Search Int 0 = +0
    Sense Motive Wis 27 = -1 +28
    Spot Wis -1 = -1
    Survival Wis -1 = -1
    Swim Str** 1 = +1
    Use Rope Dex 2 = +2
    * = check penalty for wearing armor

    Samurai:
    Free proficiency with Katana
    Use Katana and shortsword as if you have two-weapon fighting feat (level 2)
    Use Katana or shortsword as if you have quick draw feat (level 5)
    Improved initiative (level 8)
    Use Katana and shortsword as if you have improved two-weapon fighting feat (level 11)
    Use Katana and shortsword as if you have greater two-weapon fighting feat (level 16)
    Ki smite (add charisma bonus to damage)(levels 3, 7, 12, 16)
    Staredown (+4 to intimidate / demoralize) (level 6)
    Mass staredown (intimidate / demoralize all in 30 feet, standard action) (level 10)
    Improved staredown (intimidate / demoralize all in 30 feet, move action) (level 14)
    Frightful presence (all in 30 feet save vs DC20+char mod or panicked) (level 20)

    =====================================================================

    Satamota Shimazu

    Male Human Samurai 20 Lawful Neutral

    Strength 18 (+4)
    Dexterity 13 (+1)
    Constitution 15 (+2)
    Intelligence 9 (-1)
    Wisdom 12 (+1)
    Charisma 8 (-1)

    Height: 6' 1"
    Weight: 260 lb
    Skin: Yellow
    Eyes: Dark Brown
    Hair: Black; Straight; Beardless


    Total Hit Points: 155

    Speed: 30 feet

    Initiative modifier: +5 = +1 [dexterity] +4 [improved initiative]
    Fortitude save: +14 = 12 [base] +2 [constitution]
    Reflex save: +9 = 6 [base] +1 [dexterity] +2 [lightning reflexes]
    Will save: +7 = 6 [base] +1 [wisdom]
    Attack (handheld): +24/+19/+14/+9 = 20 [base] +4 [strength]
    Attack (unarmed): +24/+19/+14/+9 = 20 [base] +4 [strength]
    Attack (missile): +21/+16/+11/+6 = 20 [base] +1 [dexterity]
    Grapple check: +24/+19/+14/+9 = 20 [base] +4 [strength]
    Short Sword [1d6, crit 19-20/x2, 1 lb, light, piercing]
    Katana [1d10, crit 19-20/x2, 6 lb., one-handed, slashing]

    Feats:
    Athletic
    Blind-fight
    Combat Reflexes
    Dodge
    Mobility
    Spring Attack
    Improved Initiative
    Lightning Reflexes

    Traits:
    Appraise Int -1 = -1
    Balance Dex* 1 = +1
    Bluff Cha -1 = -1
    Climb Str* 6 = +4 +2 [athletic]
    Concentration Con 16 = +2 +14
    Craft_1 Int -1 = -1
    Craft_2 Int -1 = -1
    Craft_3 Int -1 = -1
    Diplomacy Cha 11 = -1 +10 +2 [sense motive]
    Disguise Cha -1 = -1
    Escape Artist Dex* 1 = +1
    Forgery Int -1 = -1
    Gather Information Cha -1 = -1
    Heal Wis 1 = +1
    Hide Dex* 1 = +1
    Intimidate Cha -1 = -1
    Jump Str* 4 = +4
    Listen Wis 1 = +1
    Move Silently Dex* 1 = +1
    Perform_1 Cha -1 = -1
    Perform_2 Cha -1 = -1
    Perform_3 Cha -1 = -1
    Perform_4 Cha -1 = -1
    Perform_5 Cha -1 = -1
    Ride Dex 12 = +1 +11
    Search Int -1 = -1
    Sense Motive Wis 12 = +1 +11
    Spot Wis 1 = +1
    Survival Wis 1 = +1
    Swim Str** 6 = +4 +2 [athletic]
    Use Rope Dex 1 = +1
    * = check penalty for wearing armor

    Samurai:
    Free proficiency with Katana
    Use Katana and shortsword as if you have two-weapon fighting feat (level 2)
    Use Katana or shortsword as if you have quick draw feat (level 5)
    Improved initiative (level 8)
    Use Katana and shortsword as if you have improved two-weapon fighting feat (level 11)
    Use Katana and shortsword as if you have greater two-weapon fighting feat (level 16)
    Ki smite (add charisma bonus to damage)(levels 3, 7, 12, 16)
    Staredown (+4 to intimidate / demoralize) (level 6)
    Mass staredown (intimidate / demoralize all in 30 feet, standard action) (level 10)
    Improved staredown (intimidate / demoralize all in 30 feet, move action) (level 14)
    Frightful presence (all in 30 feet save vs DC20+char mod or panicked) (level 20)

    =====================================================================

    Ichiro Shimazu

    Male Human Samurai 18 Lawful Good

    Strength 13 (+1)
    Dexterity 14 (+2)
    Constitution 19 (+4)
    Intelligence 11 (+0)
    Wisdom 11 (+0)
    Charisma 12 (+1)

    Height: 5' 7"
    Weight: 185 lb
    Skin: Yellow
    Eyes: Light Brown
    Hair: Black; Straight; Beardless

    Total Hit Points: 176

    Speed: 30 feet

    Initiative modifier: +6 = +2 [dexterity] +4 [improved initiative]
    Fortitude save: +15 = 11 [base] +4 [constitution]
    Reflex save: +8 = 6 [base] +2 [dexterity]
    Will save: +6 = 6 [base]
    Attack (handheld): +19/+14/+9/+4 = 18 [base] +1 [strength]
    Attack (unarmed): +19/+14/+9/+4 = 18 [base] +1 [strength]
    Attack (missile): +20/+15/+10/+5 = 18 [base] +2 [dexterity]
    Grapple check: +19/+14/+9/+4 = 18 [base] +1 [strength]
    Short Sword [1d6, crit 19-20/x2, 1 lb, light, piercing]
    Katana [1d10, crit 19-20/x2, 6 lb., one-handed, slashing]

    Feats:
    Blind-fight
    Dodge
    Mobility
    Spring Attack
    Improved Critical x1 Katana
    Improved Initiative
    Leadership
    Negotiator

    Traits:
    Appraise Int 0 = +0
    Balance Dex* 2 = +2
    Bluff Cha 1 = +1
    Climb Str* 1 = +1
    Concentration Con 25 = +4 +21
    Craft_1 Int 0 = +0
    Craft_2 Int 0 = +0
    Craft_3 Int 0 = +0
    Diplomacy Cha 26 = +1 +21 +2 [negotiator] +2 [sense motive]
    Disguise Cha 1 = +1
    Escape Artist Dex* 2 = +2
    Forgery Int 0 = +0
    Gather Information Cha 1 = +1
    Heal Wis 0 = +0
    Hide Dex* 2 = +2
    Intimidate Cha 1 = +1
    Jump Str* 1 = +1
    Listen Wis 0 = +0
    Move Silently Dex* 2 = +2
    Perform_1 Cha 1 = +1
    Perform_2 Cha 1 = +1
    Perform_3 Cha 1 = +1
    Perform_4 Cha 1 = +1
    Perform_5 Cha 1 = +1
    Ride Dex 2 = +2
    Search Int 0 = +0
    Sense Motive Wis 23 = +0 +21 +2 [negotiator]
    Spot Wis 0 = +0
    Survival Wis 0 = +0
    Swim Str** 1 = +1
    Use Rope Dex 2 = +2
    * = check penalty for wearing armor

    Samurai:
    Free proficiency with Katana
    Use Katana and shortsword as if you have two-weapon fighting feat (level 2)
    Use Katana or shortsword as if you have quick draw feat (level 5)
    Improved initiative (level 8)
    Use Katana and shortsword as if you have improved two-weapon fighting feat (level 11)
    Use Katana and shortsword as if you have greater two-weapon fighting feat (level 16)
    Ki smite (add charisma bonus to damage)(levels 3, 7, 12, 16)
    Staredown (+4 to intimidate / demoralize) (level 6)
    Mass staredown (intimidate / demoralize all in 30 feet, standard action) (level 10)
    Improved staredown (intimidate / demoralize all in 30 feet, move action) (level 14)
    Frightful presence (all in 30 feet save vs DC20+char mod or panicked) (level 20)

    =====================================================================

    Fumiko Takeda

    Female Human Ninja 25 Neutral Good

    Strength 12 (+1)
    Dexterity 21 (+5)
    Constitution 13 (+1)
    Intelligence 15 (+2)
    Wisdom 12 (+1)
    Charisma 12 (+1)
    Size: Medium
    Height: 5' 6"
    Weight: 145 lb
    Skin: Yellow
    Eyes: Dark Brown
    Hair: Dark Brown; Wavy

    Total Hit Points: 119

    Speed: 30 feet

    Initiative modifier: +9 = +5 [dexterity] +4 [improved initiative]
    Fortitude save: +7 = 6 [base] +1 [constitution]
    Reflex save: +19 = 12 [base] +5 [dexterity] +2 [lightning reflexes]
    Will save: +9 = 6 [base] +1 [wisdom] +2 [if ki powers available]
    Attack (handheld): +16/+11/+6 = 15 [base] +1 [strength]
    Attack (unarmed): +16/+11/+6 = 15 [base] +1 [strength]
    Attack (missile): +20/+15/+10 = 15 [base] +5 [dexterity]
    Grapple check: +20/+15/+10 = 15 [base] +1 [strength] +4 [improved grapple]
    Nanchaku [1d6 crit x2, 2 lb., light, bludgeoning]
    Sai [1d4, crit x2, range incr 10 ft., 1 lb., light, bludgeoning]

    Feats:
    Alertness
    Blind-fight
    Improved Initiative
    Improved Unarmed Strike
    Improved Grapple
    Deflect Arrows
    Lightning Reflexes
    Nimble Fingers
    Skill Focus (Disguise)
    Skill Focus (Open Lock)

    Traits:
    Appraise Int 2 = +2
    Balance Dex* 27 = +5 +20 +2 [tumble]
    Bluff Cha 21 = +1 +20
    Climb Str* 27 = +1 +20 +6 [ninja]
    Concentration Con 21 = +1 +20
    Craft_1 Int 2 = +2
    Craft_2 Int 2 = +2
    Craft_3 Int 2 = +2
    Diplomacy Cha 3 = +1 +2 [bluff]
    Disable Device Int 35 = +2 +28 +2 [nimble fingers] +3 [skill focus]
    Disguise Cha 21 = +1 +20
    Escape Artist Dex* 5 = +5
    Forgery Int 2 = +2
    Gather Information Cha 1 = +1
    Heal Wis 1 = +1
    Hide Dex* 25 = +5 +20
    Intimidate Cha 3 = +1 +2 [bluff]
    Jump Str* 9 = +1 +2 [tumble] +6 [ninja]
    Listen Wis 19 = +1 +16 +2 [alertness]
    Move Silently Dex* 25 = +5 +20
    Open Lock Dex 38 = +5 +28 +2 [nimble fingers] +3 [skill focus]
    Perform_1 Cha 1 = +1
    Perform_2 Cha 1 = +1
    Perform_3 Cha 1 = +1
    Perform_4 Cha 1 = +1
    Perform_5 Cha 1 = +1
    Ride Dex 5 = +5
    Search Int 22 = +2 +20
    Sense Motive Wis 1 = +1
    Spot Wis 3 = +1 +2 [alertness]
    Survival Wis 1 = +1
    Swim Str** 1 = +1
    Tumble Dex* 31 = +5 +20 +6 [ninja]
    Use Rope Dex 5 = +5
    * = check penalty for wearing armor
    Bluff >=5 ranks gives +2 on disguise checks to act in character.
    Search >=5 ranks gives +2 on survival checks while tracking.

    Ninja:
    Level 1: Ki power, sudden strike +1d6, trapfinding
    Level 2: Ghost step (invsible)
    Level 3: Sudden strike +2d6
    Level 4: Great leap
    Level 5: Sudden strike +3d6
    Level 6: Acrobatics +2, ki dodge
    Level 7: Sudden strike +4d6
    Level 8: Ghost strike
    Level 9: Sudden strike +5d6, improved poison use
    Level 10: Ghost step (ethereal)
    Level 11: Sudden strike +6d6
    Level 12: Acrobatics +4, evasion
    Level 13: Sudden strike +7d6
    Level 14: Ghost mind
    Level 15: Sudden strike +8d6
    Level 16: Ghost sight
    Level 17: Sudden strike +9d6
    Level 18: Acrobatics +6, greater ki dodge
    Level 19: Sudden strike +10d6
    Level 20: Ghost walk

    =====================================================================

    Inamoto Takeda

    Male Human Fighter 20 Neutral Good

    Strength 15 (+2)
    Dexterity 13 (+1)
    Constitution 18 (+4)
    Intelligence 12 (+1)
    Wisdom 11 (+0)
    Charisma 10 (+0)

    Height: 5' 6"
    Weight: 200 lb
    Skin: Yellow
    Eyes: Black
    Hair: Black; Straight; Beardless

    Total Hit Points: 195

    Speed: 30 feet

    Initiative modifier: +5 = +1 [dexterity] +4 [improved initiative]
    Fortitude save: +16 = 12 [base] +4 [constitution]
    Reflex save: +9 = 6 [base] +1 [dexterity] +2 [lightning reflexes]
    Will save: +6 = 6 [base]
    Attack (handheld): +22/+17/+12/+7 = 20 [base] +2 [strength]
    Attack (unarmed): +22/+17/+12/+7 = 20 [base] +2 [strength]
    Attack (missile): +21/+16/+11/+6 = 20 [base] +1 [dexterity]
    Grapple check: +22/+17/+12/+7 = 20 [base] +2 [strength]
    Two-bladed Sword [1d8/1d8, crit 19-20/x2, 10 lb., two-handed, slashing]

    Feats:
    Blind-fight
    Combat Reflexes
    Endurance
    Die Hard
    Exotic Weapon Proficiency Two-bladed Sword
    Improved Critical x1 Two-bladed Sword
    Improved Initiative
    Lightning Reflexes
    Persuasive
    Power Attack
    Cleave
    Great Cleave
    Improved Bull Rush
    Improved Overrun
    Improved Sunder
    Weapon Focus x1 Two-bladed Sword
    Weapon Specialization x1 Two-bladed Sword
    Greater Weapon Focus x1 Two-bladed Sword
    Greater Weapon Specialization x1 Two-bladed Sword

    Traits:
    Appraise Int 1 = +1
    Balance Dex* 1 = +1
    Bluff Cha 2 = +0 +2 [persuasive]
    Climb Str* 25 = +2 +23
    Concentration Con 4 = +4
    Craft_1 Int 1 = +1
    Craft_2 Int 1 = +1
    Craft_3 Int 1 = +1
    Diplomacy Cha 0 = +0
    Disguise Cha 0 = +0
    Escape Artist Dex* 1 = +1
    Forgery Int 1 = +1
    Gather Information Cha 0 = +0
    Handle Animal Cha 23 = +0 +23
    Heal Wis 0 = +0
    Hide Dex* 1 = +1
    Intimidate Cha 2 = +0 +2 [persuasive]
    Jump Str* 2 = +2
    Listen Wis 0 = +0
    Move Silently Dex* 1 = +1
    Perform_1 Cha 0 = +0
    Perform_2 Cha 0 = +0
    Perform_3 Cha 0 = +0
    Perform_4 Cha 0 = +0
    Perform_5 Cha 0 = +0
    Ride Dex 26 = +1 +23 +2 [handle animal]
    Search Int 1 = +1
    Sense Motive Wis 0 = +0
    Spot Wis 0 = +0
    Survival Wis 0 = +0
    Swim Str** 25 = +2 +23
    Use Rope Dex 1 = +1
    * = check penalty for wearing armor

    =====================================================================

    Suchiro Uesogi

    Male Human Samurai 15 Lawful Neutral

    Strength 14 (+2)
    Dexterity 17 (+3)
    Constitution 20 (+5)
    Intelligence 11 (+0)
    Wisdom 13 (+1)
    Charisma 14 (+2)

    Height: 5' 10"
    Weight: 200 lb
    Skin: Yellow
    Eyes: Blue
    Hair: Black; Straight; Beardless

    Total Hit Points: 138

    Speed: 30 feet

    Initiative modifier: +7 = +3 [dexterity] +4 [improved initiative]
    Fortitude save: +14 = 9 [base] +5 [constitution]
    Reflex save: +10 = 5 [base] +3 [dexterity] +2 [lightning reflexes]
    Will save: +6 = 5 [base] +1 [wisdom]
    Attack (handheld): +17/+12/+7 = 15 [base] +2 [strength]
    Attack (unarmed): +17/+12/+7 = 15 [base] +2 [strength]
    Attack (missile): +18/+13/+8 = 15 [base] +3 [dexterity]
    Grapple check: +17/+12/+7 = 15 [base] +2 [strength]
    Short Sword [1d6, crit 19-20/x2, 1 lb, light, piercing]
    Katana [1d10, crit 19-20/x2, 6 lb., one-handed, slashing]

    Feats:
    Blind-fight
    Combat Reflexes
    Improved Initiative
    Leadership
    Lightning Reflexes
    Negotiator
    Persuasive

    Traits:
    Appraise Int 0 = +0
    Balance Dex* 3 = +3
    Bluff Cha 4 = +2 +2 [persuasive]
    Climb Str* 2 = +2
    Concentration Con 23 = +5 +18
    Craft_1 Int 0 = +0
    Craft_2 Int 0 = +0
    Craft_3 Int 0 = +0
    Diplomacy Cha 24 = +2 +18 +2 [negotiator] +2 [sense motive]
    Disguise Cha 2 = +2
    Escape Artist Dex* 3 = +3
    Forgery Int 0 = +0
    Gather Information Cha 2 = +2
    Heal Wis 1 = +1
    Hide Dex* 3 = +3
    Intimidate Cha 4 = +2 +2 [persuasive]
    Jump Str* 2 = +2
    Listen Wis 1 = +1
    Move Silently Dex* 3 = +3
    Perform_1 Cha 2 = +2
    Perform_2 Cha 2 = +2
    Perform_3 Cha 2 = +2
    Perform_4 Cha 2 = +2
    Perform_5 Cha 2 = +2
    Ride Dex 3 = +3
    Search Int 0 = +0
    Sense Motive Wis 21 = +1 +18 +2 [negotiator]
    Spot Wis 1 = +1
    Survival Wis 1 = +1
    Swim Str** 2 = +2
    Use Rope Dex 3 = +3
    * = check penalty for wearing armor

    Samurai:
    Free proficiency with Katana
    Use Katana and shortsword as if you have two-weapon fighting feat (level 2)
    Use Katana or shortsword as if you have quick draw feat (level 5)
    Improved initiative (level 8)
    Use Katana and shortsword as if you have improved two-weapon fighting feat (level 11)
    Use Katana and shortsword as if you have greater two-weapon fighting feat (level 16)
    Ki smite (add charisma bonus to damage)(levels 3, 7, 12, 16)
    Staredown (+4 to intimidate / demoralize) (level 6)
    Mass staredown (intimidate / demoralize all in 30 feet, standard action) (level 10)
    Improved staredown (intimidate / demoralize all in 30 feet, move action) (level 14)
    Frightful presence (all in 30 feet save vs DC20+char mod or panicked) (level 20)

    =====================================================================

    Hideshi Uesogi

    Male Human Shugenja 19 Neutral Evil

    Strength 10 (+0)
    Dexterity 14 (+2)
    Constitution 12 (+1)
    Intelligence 15 (+2)
    Wisdom 4 (-3)
    Charisma 20 (+5)

    Height: 6' 3"
    Weight: 180 lb
    Skin: Yellow
    Eyes: Gray
    Hair: Black; Straight; Light Beard

    Total Hit Points: 92

    Speed: 30 feet

    Initiative modifier: +6 = +2 [dexterity] +4 [improved initiative]
    Fortitude save: +7 = 6 [base] +1 [constitution]
    Reflex save: +8 = 6 [base] +2 [dexterity]
    Will save: +8 = 11 [base] -3 [wisdom]
    Attack (handheld): +9/+4 = 9 [base]
    Attack (unarmed): +9/+4 = 9 [base]
    Attack (missile): +11/+6 = 9 [base] +2 [dexterity]
    Grapple check: +9/+4 = 9 [base]
    Shortbow [1d6, crit x3, range inc. 60 ft., 2 lb., piercing]
    Kama [1d6, crit x2, 2 lb., light, slashing]
    Sai [1d4, crit x2, range incr 10 ft., 1 lb., light, bludgeoning]

    Feats:
    Combat Casting
    Deceitful
    Improved Initiative
    Persuasive
    Skill Focus (Diplomacy)
    Skill Focus (Spellcraft)
    Spell Penetration
    Greater Spell Penetration

    Traits:
    Appraise Int 2 = +2
    Balance Dex* 2 = +2
    Bluff Cha 7 = +5 +2 [persuasive]
    Climb Str* 0 = +0
    Concentration Con 23 = +1 +22
    Craft_1 Int 2 = +2
    Craft_2 Int 2 = +2
    Craft_3 Int 2 = +2
    Diplomacy Cha 30 = +5 +22 +3 [skill focus]
    Disguise Cha 7 = +5 +2 [deceitful]
    Escape Artist Dex* 2 = +2
    Forgery Int 4 = +2 +2 [deceitful]
    Gather Information Cha 5 = +5
    Heal Wis 19 = -3 +22
    Hide Dex* 2 = +2
    Intimidate Cha 7 = +5 +2 [persuasive]
    Jump Str* 0 = +0
    Knowledge (arcana) Int 24 = +2 +22
    Knowledge (religion) Int 24 = +2 +22
    Knowledge (planes) Int 24 = +2 +22
    Listen Wis -3 = -3
    Move Silently Dex* 2 = +2
    Perform_1 Cha 5 = +5
    Perform_2 Cha 5 = +5
    Perform_3 Cha 5 = +5
    Perform_4 Cha 5 = +5
    Perform_5 Cha 5 = +5
    Ride Dex 2 = +2
    Search Int 2 = +2
    Sense Motive Wis -3 = -3
    Spellcraft Int 29 = +2 +22 +2 [Knowledge, arcane] +3 [skill focus]
    Spot Wis -3 = -3
    Survival Wis -3 = -3
    Swim Str** 0 = +0
    Use Rope Dex 2 = +2
    * = check penalty for wearing armor
    Know Planes >=5 ranks gives +2 on survival checks on other planes.
    Zero-level Shugenja spells: 6 per day
    First-level Shugenja spells: 8 (6+2) per day
    Second-level Shugenja spells: 7 (6+1) per day
    Third-level Shugenja spells: 7 (6+1) per day
    Fourth-level Shugenja spells: 7 (6+1) per day
    Fifth-level Shugenja spells: 7 (6+1) per day
    Sixth-level Shugenja spells: 6 per day
    Seventh-level Shugenja spells: 6 per day
    Eighth-level Shugenja spells: 6 per day
    Ninth-level Shugenja spells: 4 per day

    Shugenja:
    Elemental focus

    =====================================================================

    Ieyasu Oda

    Male Human Samurai 30 Lawful Good

    Strength 16 (+3)
    Dexterity 16 (+3)
    Constitution 22 (+6)
    Intelligence 14 (+2)
    Wisdom 11 (+0)
    Charisma 16 (+3)

    Height: 5' 8"
    Weight: 220 lb
    Skin: Yellow
    Eyes: Green
    Hair: Black; Straight; Beardless

    Total Hit Points: 350

    Speed: 30 feet

    Initiative modifier: +3 = +3 [dexterity]
    Fortitude save: +18 = 12 [base] +6 [constitution]
    Reflex save: +9 = 6 [base] +3 [dexterity]
    Will save: +6 = 6 [base]
    Attack (handheld): +23/+18/+13/+8 = 20 [base] +3 [strength]
    Attack (unarmed): +23/+18/+13/+8 = 20 [base] +3 [strength]
    Attack (missile): +23/+18/+13/+8 = 20 [base] +3 [dexterity]
    Grapple check: +23/+18/+13/+8 = 20 [base] +3 [strength]
    Short Sword [1d6, crit 19-20/x2, 1 lb, light, piercing]
    Katana [1d10, crit 19-20/x2, 6 lb., one-handed, slashing]

    Feats:
    Blind-fight
    Combat Reflexes
    Dodge
    Mobility
    Spring Attack
    Improved Critical x1 Katana
    Leadership
    Mounted Combat
    Power Attack
    Cleave
    Great Cleave
    Improved Sunder

    Traits:
    Appraise Int 2 = +2
    Balance Dex* 3 = +3
    Bluff Cha 3 = +3
    Climb Str* 3 = +3
    Concentration Con 39 = +6 +33
    Craft_1 Int 2 = +2
    Craft_2 Int 2 = +2
    Craft_3 Int 2 = +2
    Diplomacy Cha 38 = +3 +33 +2 [sense motive]
    Disguise Cha 3 = +3
    Escape Artist Dex* 3 = +3
    Forgery Int 2 = +2
    Gather Information Cha 3 = +3
    Heal Wis 0 = +0
    Hide Dex* 3 = +3
    Intimidate Cha 36 = +3 +33
    Jump Str* 3 = +3
    Listen Wis 0 = +0
    Move Silently Dex* 3 = +3
    Perform_1 Cha 3 = +3
    Perform_2 Cha 3 = +3
    Perform_3 Cha 3 = +3
    Perform_4 Cha 3 = +3
    Perform_5 Cha 3 = +3
    Ride Dex 36 = +3 +33
    Search Int 2 = +2
    Sense Motive Wis 33 = +0 +33
    Spot Wis 0 = +0
    Survival Wis 0 = +0
    Swim Str** 3 = +3
    Use Rope Dex 3 = +3
    * = check penalty for wearing armor
    Samurai:
    Free proficiency with Katana
    Use Katana and shortsword as if you have two-weapon fighting feat (level 2)
    Use Katana or shortsword as if you have quick draw feat (level 5)
    Improved initiative (level 8)
    Use Katana and shortsword as if you have improved two-weapon fighting feat (level 11)
    Use Katana and shortsword as if you have greater two-weapon fighting feat (level 16)
    Ki smite (add charisma bonus to damage)(levels 3, 7, 12, 16)
    Staredown (+4 to intimidate / demoralize) (level 6)
    Mass staredown (intimidate / demoralize all in 30 feet, standard action) (level 10)
    Improved staredown (intimidate / demoralize all in 30 feet, move action) (level 14)
    Frightful presence (all in 30 feet save vs DC20+char mod or panicked) (level 20)

    =====================================================================

    Hideoki Imagawa

    Male Human Samurai 26 Lawful Neutral

    Strength 17 (+3)
    Dexterity 13 (+1)
    Constitution 21 (+5)
    Intelligence 12 (+1)
    Wisdom 9 (-1)
    Charisma 13 (+1)

    Height: 6' 5"
    Weight: 250 lb
    Skin: Yellow
    Eyes: Dark Brown
    Hair: Dark Brown; Straight; Beardless

    Total Hit Points: 278

    Speed: 30 feet

    Initiative modifier: +5 = +1 [dexterity] +4 [improved initiative]
    Fortitude save: +17 = 12 [base] +5 [constitution]
    Reflex save: +9 = 6 [base] +1 [dexterity] +2 [lightning reflexes]
    Will save: +5 = 6 [base] -1 [wisdom]
    Attack (handheld): +23/+18/+13/+8 = 20 [base] +3 [strength]
    Attack (unarmed): +23/+18/+13/+8 = 20 [base] +3 [strength]
    Attack (missile): +21/+16/+11/+6 = 20 [base] +1 [dexterity]
    Grapple check: +23/+18/+13/+8 = 20 [base] +3 [strength]
    Short Sword [1d6, crit 19-20/x2, 1 lb, light, piercing]
    Katana [1d10, crit 19-20/x2, 6 lb., one-handed, slashing]

    Feats:
    Blind-fight
    Combat Reflexes
    Improved Critical x1 Katana
    Improved Initiative
    Leadership
    Lightning Reflexes
    Power Attack
    Cleave
    Great Cleave
    Weapon Focus x1 Katana

    Traits:
    Appraise Int 1 = +1
    Balance Dex* 1 = +1
    Bluff Cha 1 = +1
    Climb Str* 3 = +3
    Concentration Con 34 = +5 +29
    Craft_1 Int 1 = +1
    Craft_2 Int 1 = +1
    Craft_3 Int 1 = +1
    Diplomacy Cha 32 = +1 +29 +2 [sense motive]
    Disguise Cha 1 = +1
    Escape Artist Dex* 1 = +1
    Forgery Int 1 = +1
    Gather Information Cha 1 = +1
    Heal Wis -1 = -1
    Hide Dex* 1 = +1
    Intimidate Cha 30 = +1 +29
    Jump Str* 3 = +3
    Listen Wis -1 = -1
    Move Silently Dex* 1 = +1
    Perform_1 Cha 1 = +1
    Perform_2 Cha 1 = +1
    Perform_3 Cha 1 = +1
    Perform_4 Cha 1 = +1
    Perform_5 Cha 1 = +1
    Ride Dex 1 = +1
    Search Int 1 = +1
    Sense Motive Wis 28 = -1 +29
    Spot Wis -1 = -1
    Survival Wis -1 = -1
    Swim Str** 3 = +3
    Use Rope Dex 1 = +1
    * = check penalty for wearing armor

    Samurai:
    Free proficiency with Katana
    Use Katana and shortsword as if you have two-weapon fighting feat (level 2)
    Use Katana or shortsword as if you have quick draw feat (level 5)
    Improved initiative (level 8)
    Use Katana and shortsword as if you have improved two-weapon fighting feat (level 11)
    Use Katana and shortsword as if you have greater two-weapon fighting feat (level 16)
    Ki smite (add charisma bonus to damage)(levels 3, 7, 12, 16)
    Staredown (+4 to intimidate / demoralize) (level 6)
    Mass staredown (intimidate / demoralize all in 30 feet, standard action) (level 10)
    Improved staredown (intimidate / demoralize all in 30 feet, move action) (level 14)
    Frightful presence (all in 30 feet save vs DC20+char mod or panicked) (level 20)
     
  2. DarkStrider

    DarkStrider I've seen the future and it has seen me Distinguished Member

    Joined:
    Aug 17, 2005
    Messages:
    4,321
    Likes Received:
    2
    The Lords of Chin

    Pai Mei

    Male Human Monk 35 Lawful Good

    Strength 13 (+1)
    Dexterity 16 (+3)
    Constitution 16 (+3)
    Intelligence 13 (+1)
    Wisdom 25 (+7)
    Charisma 10 (+0)

    Height: 6' 2"
    Weight: 200 lb
    Skin: Yellow
    Eyes: Hazel
    Hair: Gray; Straight; Light Beard

    Total Hit Points: 266

    Speed: 90 feet [monk]

    Initiative modifier: +7 = +3 [dexterity] +4 [improved initiative]
    Fortitude save: +15 = 12 [base] +3 [constitution]
    Reflex save: +17 = 12 [base] +3 [dexterity] +2 [lightning reflexes]
    Will save: +19 = 12 [base] +7 [wisdom]
    Attack (handheld): +16/+11/+6 = 15 [base] +1 [strength]
    Attack (unarmed): +16/+11/+6 = 15 [base] +1 [strength]
    Flurry of Blows: +16/+16/+16/+11/+6 [includes strength modifier]
    Attack (missile): +18/+13/+8 = 15 [base] +3 [dexterity]
    Grapple check: +16/+11/+6 = 15 [base] +1 [strength]
    Unarmed Damage: 2d10 +1 [strength]
    Nanchaku [1d6 crit x2, 2 lb., light, bludgeoning]
    Sai [1d4, crit x2, range incr 10 ft., 1 lb., light, bludgeoning]
    Shuriken [1d2, crit x2, range incr 10 ft, 1/2 lb, piercing]

    Feats:
    Acrobatic
    Blind-fight
    Combat Expertise
    Improved Disarm
    Improved Feint
    Improved Trip [monk]
    Whirlwind Attack
    Combat Reflexes
    Dodge
    Mobility
    Spring Attack
    Improved Initiative
    Improved Unarmed Strike [monk]
    Stunning Fist [monk]
    Leadership
    Lightning Reflexes
    Negotiator
    Persuasive
    Weapon Focus x1 Fist

    Traits:
    Appraise Int 1 = +1
    Balance Dex* 25 = +3 +20 +2 [tumble]
    Bluff Cha 2 = +0 +2 [persuasive]
    Climb Str* 21 = +1 +20
    Concentration Con 23 = +3 +20
    Craft_1 Int 1 = +1
    Craft_2 Int 1 = +1
    Craft_3 Int 1 = +1
    Diplomacy Cha 24 = +0 +20 +2 [negotiator] +2 [sense motive]
    Disguise Cha 0 = +0
    Escape Artist Dex* 23 = +3 +20
    Forgery Int 1 = +1
    Gather Information Cha 0 = +0
    Heal Wis 7 = +7
    Hide Dex* 23 = +3 +20
    Intimidate Cha 2 = +0 +2 [persuasive]
    Jump Str* 49 = +1 +20 +2 [tumble] +2 [acrobatic] +24 [speed 90]
    Knowledge (arcana) Int 9 = +1 +8
    Listen Wis 27 = +7 +20
    Move Silently Dex* 23 = +3 +20
    Perform_1 Cha 0 = +0
    Perform_2 Cha 0 = +0
    Perform_3 Cha 0 = +0
    Perform_4 Cha 0 = +0
    Perform_5 Cha 0 = +0
    Ride Dex 3 = +3
    Search Int 1 = +1
    Sense Motive Wis 29 = +7 +20 +2 [negotiator]
    Spot Wis 7 = +7
    Survival Wis 7 = +7
    Swim Str** 1 = +1
    Tumble Dex* 27 = +3 +20 +2 [jump] +2 [acrobatic]
    Use Rope Dex 3 = +3
    * = check penalty for wearing armor
    Escape Artist >=5 ranks gives +2 on use rope checks for bindings.

    Monk:
    AC Bonus for Wisdom
    AC Bonus for level (begins level 5)
    Flurry of Blows
    Unarmed Strike
    Evasion (level 2)
    Fast Movement (already included)
    Bonus Feats (levels 1 2 & 6)
    Evasion (level 2)
    Fast Movement (level 3)
    Still Mind level 3)
    Ki Strike (level 4)
    Slow Fall (level 4)
    Purity of Body (level 5)
    Wholeness of Body (level 7)
    Improved Evasion (level 9)
    Diamond Body (level 11)
    Quivering Palm (level 15)
    Timeless Body (level 17)
    Tongue of Sun and Moon (level 17)
    Empty Body (level 19)
    Perfect Self (level 20)

    =====================================================================


    No 1 Son, Pai Mei

    Male Human Spirit Shaman 20 Neutral Good

    Strength 8 (-1)
    Dexterity 15 (+2)
    Constitution 15 (+2)
    Intelligence 14 (+2)
    Wisdom 13 (+1)
    Charisma 21 (+5)

    Height: 6' 1"
    Weight: 165 lb
    Skin: Yellow
    Eyes: Dark Brown
    Hair: Black; Straight; Beardless

    Total Hit Points: 134

    Speed: 30 feet

    Initiative modifier: +6 = +2 [dexterity] +4 [improved initiative]
    Fortitude save: +14 = 12 [base] +2 [constitution]
    Reflex save: +10 = 6 [base] +2 [dexterity] +2 [lightning reflexes]
    Will save: +15 = 12 [base] +1 [wisdom] +2 [iron will]
    Attack (handheld): +14/+9/+4 = 15 [base] -1 [strength]
    Attack (unarmed): +14/+9/+4 = 15 [base] -1 [strength]
    Attack (missile): +17/+12/+7 = 15 [base] +2 [dexterity]
    Grapple check: +14/+9/+4 = 15 [base] -1 [strength]
    Short Sword [1d6, crit 19-20/x2, 1 lb, light, piercing]
    Shortbow [1d6, crit x3, range inc. 60 ft., 2 lb., piercing]
    Whip [1d3 (nonlethal), crit x2, 2 lb., one-handed, slashing]
    Shuriken [1d2, crit x2, range incr 10 ft, 1/2 lb, piercing]

    Feats:
    Blind-fight
    Combat Casting
    Improved Initiative
    Iron Will
    Lightning Reflexes
    Negotiator
    Spell Penetration
    Greater Spell Penetration

    Traits:
    Appraise Int 2 = +2
    Balance Dex* 2 = +2
    Bluff Cha 5 = +5
    Climb Str* -1 = -1
    Concentration Con 20 = +2 +18
    Craft_1 Int 2 = +2
    Craft_2 Int 2 = +2
    Craft_3 Int 2 = +2
    Diplomacy Cha 17 = +5 +10 +2 [negotiator]
    Disguise Cha 5 = +5
    Escape Artist Dex* 2 = +2
    Forgery Int 2 = +2
    Gather Information Cha 7 = +5 +2 [know local]
    Handle Animal Cha 15 = +5 +10
    Heal Wis 11 = +1 +10
    Hide Dex* 2 = +2
    Intimidate Cha 5 = +5
    Jump Str* -1 = -1
    Knowledge (geography) Int 12 = +2 +10
    Knowledge (history) Int 12 = +2 +10
    Knowledge (local) Int 12 = +2 +10
    Knowledge (nature) Int 14 = +2 +10 +2 [survival]
    Listen Wis 11 = +1 +10
    Move Silently Dex* 2 = +2
    Perform_1 Cha 5 = +5
    Perform_2 Cha 5 = +5
    Perform_3 Cha 5 = +5
    Perform_4 Cha 5 = +5
    Perform_5 Cha 5 = +5
    Ride Dex 14 = +2 +10 +2 [handle animal]
    Search Int 2 = +2
    Sense Motive Wis 3 = +1 +2 [negotiator]
    Spellcraft Int 25 = +2 +23
    Spot Wis 11 = +1 +10
    Survival Wis 11 = +1 +10
    Swim Str** 9 = -1 +10
    Use Rope Dex 2 = +2
    * = check penalty for wearing armor
    Know Geography >=5 ranks gives +2 on checks to avoid getting lost or into hazards.
    Know Nature >=5 ranks gives +2 on survival checks above ground.

    Zero-level Spirit Shaman spells: 6 per day
    First-level Spirit Shaman spells: 7 (6+1) per day
    Second-level Spirit Shaman spells: 6 per day
    Third-level Spirit Shaman spells: 6 per day
    Use your 6 fourth-level Spirit Shaman spell slots to cast lower-level spells:
    Use your 6 fifth-level Spirit Shaman spell slots to cast lower-level spells:
    Use your 6 sixth-level Spirit Shaman spell slots to cast lower-level spells:
    Use your 6 seventh-level Spirit Shaman spell slots to cast lower-level spells:
    Use your 6 eighth-level Spirit Shaman spell slots to cast lower-level spells:
    Use your 5 ninth-level Spirit Shaman spell slots to cast lower-level spells:

    More about No 1 Son, Pai Mei:
    The second child of Pai Mei, he believes as the eldest son he should take over from his father.

    =============================================================


    No 3 Son, Pai Mei

    Male Human Druid 18 Neutral Good

    Strength 10 (+0)
    Dexterity 12 (+1)
    Constitution 14 (+2)
    Intelligence 12 (+1)
    Wisdom 16 (+3)
    Charisma 13 (+1)

    Height: 6' 3"
    Weight: 180 lb
    Skin: Yellow
    Eyes: Green
    Hair: Black; Straight; Beardless

    Total Hit Points: 121

    Speed: 30 feet

    Initiative modifier: +5 = +1 [dexterity] +4 [improved initiative]
    Fortitude save: +13 = 11 [base] +2 [constitution]
    Reflex save: +9 = 6 [base] +1 [dexterity] +2 [lightning reflexes]
    Will save: +14 = 11 [base] +3 [wisdom]
    Attack (handheld): +13/+8/+3 = 13 [base]
    Attack (unarmed): +13/+8/+3 = 13 [base]
    Attack (missile): +14/+9/+4 = 13 [base] +1 [dexterity]
    Grapple check: +13/+8/+3 = 13 [base]
    Light Crossbow [1d8, crit 19-20/x2, range inc 80 ft., 4 lb, piercing]]
    Scimitar [1d6, crit 18-20/x2, 4 lb, one-handed, slashing]
    Whip [1d3 (nonlethal), crit x2, 2 lb., one-handed, slashing]

    Feats:
    Blind-fight
    Combat Casting
    Improved Initiative
    Leadership
    Lightning Reflexes
    Natural Spell
    Spell Penetration
    Greater Spell Penetration

    Traits:
    Appraise Int 1 = +1
    Balance Dex* 1 = +1
    Bluff Cha 1 = +1
    Climb Str* 0 = +0
    Concentration Con 19 = +2 +17
    Craft_1 Int 1 = +1
    Craft_2 Int 1 = +1
    Craft_3 Int 1 = +1
    Diplomacy Cha 11 = +1 +10
    Disguise Cha 1 = +1
    Escape Artist Dex* 1 = +1
    Forgery Int 1 = +1
    Gather Information Cha 1 = +1
    Handle Animal Cha 11 = +1 +10
    Heal Wis 13 = +3 +10
    Hide Dex* 1 = +1
    Intimidate Cha 1 = +1
    Jump Str* 0 = +0
    Knowledge (nature) Int 26 = +1 +21 +2 [druid] +2 [survival]
    Listen Wis 13 = +3 +10
    Move Silently Dex* 1 = +1
    Perform_1 Cha 1 = +1
    Perform_2 Cha 1 = +1
    Perform_3 Cha 1 = +1
    Perform_4 Cha 1 = +1
    Perform_5 Cha 1 = +1
    Ride Dex 13 = +1 +10 +2 [handle animal]
    Search Int 1 = +1
    Sense Motive Wis 3 = +3
    Spellcraft Int 19 = +1 +18
    Spot Wis 13 = +3 +10
    Survival Wis 15 = +3 +10 +2 [druid]
    Swim Str** 0 = +0
    Use Rope Dex 1 = +1
    * = check penalty for wearing armor
    Handle Animal >=5 ranks gives +2 on wild empathy checks.
    Know Nature >=5 ranks gives +2 on survival checks above ground.

    Zero-level Druid spells: 6 per day
    First-level Druid spells: 6 (5+1) per day
    Second-level Druid spells: 6 (5+1) per day
    Third-level Druid spells: 6 (5+1) per day
    Fourth-level Druid spells: 5 per day
    Fifth-level Druid spells: 4 per day
    Sixth-level Druid spells: 4 per day
    Use your 3 seventh-level druid spell slots to cast lower-level spells:
    Use your 3 eighth-level druid spell slots to cast lower-level spells:
    Use your 2 ninth-level druid spell slots to cast lower-level spells:

    Druid:
    Spontaneous Casting (summon nature's ally)
    Animal Companion
    Wild Empathy
    +2 on Knowledge (nature) and Survival (already included)
    Woodland Stride (level 2)
    Trackless Step (level 3)
    Resist Nature's Lure (level 4)
    Wild Shape (level 5)
    Venom Immunity (level 9)
    A Thousand Faces (level 13)
    Timeless Body (level 15)
    High wisdom gains bonus spells daily
    Animal Companion: Tiger
    Large Animal
    Hit dice 12d8+36 (90 hit points)
    Initiative +4 (Dex)
    Speed 40 feet
    AC: 22 ( -1 large +4 Dex +9 natural)
    Attacks: 2 claws +16 melee; Bite +14 melee;
    Damage 1d8+8 (claw); 2d6+4 (bite);
    Special Attacks: Pounce (may make full attack on pouncing); improve grab; if pouncing or holding, rake at full attack bonus, damage 1d8 + half strength bonus_
    Saves: Fort +11; Ref +12; Will +5
    Abilities: Str 26, Dex 18, Con 17, Int 2, Wis 12, Cha 6
    Skills: Balance +8; Hide +7; Listen +3; Move Silently +11; Spot +3; Swim +13;
    The animal is entitled to distribute an additional 6 skill points.
    The animal is entitled to one additional feat.
    Link, share spells
    Evasion
    Devotion
    Multiattack (or a second primary attack at -5, as applicable)
    Bonus tricks: 4

    More about No 3 Son, Pai Mei:
    Although he wouldn’t admit it this is Pai Mai’s favourite amongst his sons. He is only onterested in becoming a great Druid and works tirelessly in his Grove.

    =============================================================


    No 5 Son, Pai Mei

    Male Human Barbarian 16 Neutral Evil

    Strength 12 (+1)
    Dexterity 19 (+4)
    Constitution 13 (+1)
    Intelligence 14 (+2)
    Wisdom 13 (+1)
    Charisma 6 (-2)

    Height: 6' 0"
    Weight: 185 lb
    Skin: Yellow
    Eyes: Dark Brown
    Hair: Black; Straight; Thick Beard / Hirsute

    Total Hit Points: 125

    Speed: 40 feet [barbarian]

    Initiative modifier: +8 = +4 [dexterity] +4 [improved initiative]
    Fortitude save: +11 = 10 [base] +1 [constitution]
    Reflex save: +11 = 5 [base] +4 [dexterity] +2 [lightning reflexes]
    Will save: +6 = 5 [base] +1 [wisdom]
    Attack (handheld): +17/+12/+7/+2 = 16 [base] +1 [strength]
    Attack (unarmed): +17/+12/+7/+2 = 16 [base] +1 [strength]
    Attack (missile): +20/+15/+10/+5 = 16 [base] +4 [dexterity]
    Grapple check: +17/+12/+7/+2 = 16 [base] +1 [strength]
    Spiked Chain [2d4, crit x2, 10 lb., two-handed, piercing]

    Feats:
    Blind-fight
    Exotic Weapon Proficiency Spiked Chain
    Improved Critical x1 Spiked Chain
    Improved Initiative
    Lightning Reflexes
    Self-Sufficient
    Weapon Focus x1 Spiked Chain

    Traits:
    Appraise Int 2 = +2
    Balance Dex* 4 = +4
    Bluff Cha -2 = -2
    Climb Str* 20 = +1 +19
    Concentration Con 1 = +1
    Craft_1 Int 2 = +2
    Craft_2 Int 2 = +2
    Craft_3 Int 2 = +2
    Diplomacy Cha -2 = -2
    Disguise Cha -2 = -2
    Escape Artist Dex* 4 = +4
    Forgery Int 2 = +2
    Gather Information Cha -2 = -2
    Handle Animal Cha 17 = -2 +19
    Heal Wis 3 = +1 +2 [self-sufficient]
    Hide Dex* 4 = +4
    Intimidate Cha 17 = -2 +19
    Jump Str* 24 = +1 +19 +4 [speed 40]
    Listen Wis 20 = +1 +19
    Move Silently Dex* 4 = +4
    Perform_1 Cha -2 = -2
    Perform_2 Cha -2 = -2
    Perform_3 Cha -2 = -2
    Perform_4 Cha -2 = -2
    Perform_5 Cha -2 = -2
    Ride Dex 25 = +4 +19 +2 [handle animal]
    Search Int 2 = +2
    Sense Motive Wis 1 = +1
    Spot Wis 1 = +1
    Survival Wis 22 = +1 +19 +2 [self-sufficient]
    Swim Str** 1 = +1
    Use Rope Dex 4 = +4
    * = check penalty for wearing armor

    Barbarian:
    Illiteracy (2 skill points to learn to read)
    Rage
    Fast Movement (already included)
    Uncanny Dodge (level 2)
    Trap Sense (level 3)
    Improved Uncanny Dodge (level 5)
    Damage Reduction 1/- (level 7)
    Damage Reduction 2/- (level 10)
    Greater Rage (level 11)
    Damage Reduction 3/- (level 13)
    Indominitable Will (level 14)
    Damage Reduction 4/- (level 16)
    Tireless Rage (level 17)
    Damage Reduction 5/- (level 19)
    Mighty Rage (level 20)
    This barbarian cannot yet read/write.
    More about No 5 Son, Pai Mei:
    As a very young child he was kidnapped by a tribe of barbarians, intending to ransom him, they in turn were intercepted by another tribe who raised the child. 12 years later he was ‘rescued’ and brought home, he considers all his brothers and sisters weak and if necessary wiil kill to take his father’s place.

    =============================================================


    Eldest Daughter, Pai Mei

    Female Human Fighter 20 Neutral Good

    Strength 15 (+2)
    Dexterity 14 (+2)
    Constitution 20 (+5)
    Intelligence 10 (+0)
    Wisdom 8 (-1)
    Charisma 5 (-3)

    Height: 5' 9"
    Weight: 180 lb
    Skin: Yellow
    Eyes: Light Brown
    Hair: Dark Brown; Wavy

    Total Hit Points: 215

    Speed: 30 feet

    Initiative modifier: +6 = +2 [dexterity] +4 [improved initiative]
    Fortitude save: +17 = 12 [base] +5 [constitution]
    Reflex save: +10 = 6 [base] +2 [dexterity] +2 [lightning reflexes]
    Will save: +5 = 6 [base] -1 [wisdom]
    Attack (handheld): +22/+17/+12/+7 = 20 [base] +2 [strength]
    Attack (unarmed): +22/+17/+12/+7 = 20 [base] +2 [strength]
    Attack (missile): +22/+17/+12/+7 = 20 [base] +2 [dexterity]
    Grapple check: +22/+17/+12/+7 = 20 [base] +2 [strength]
    Two-bladed Sword [1d8/1d8, crit 19-20/x2, 10 lb., two-handed, slashing]

    Feats:
    Blind-fight
    Combat Reflexes
    Exotic Weapon Proficiency Two-bladed Sword
    Improved Critical x1 Two-bladed Sword
    Improved Initiative
    Leadership
    Lightning Reflexes
    Persuasive
    Power Attack
    Cleave
    Great Cleave
    Improved Bull Rush
    Improved Overrun
    Improved Sunder
    Self-Sufficient
    Weapon Focus x1 Two-bladed Sword
    Weapon Specialization x1 Two-bladed Sword
    Greater Weapon Focus x1 Two-bladed Sword
    Greater Weapon Specialization x1 Two-bladed Sword

    Traits:
    Appraise Int 0 = +0
    Balance Dex* 2 = +2
    Bluff Cha -1 = -3 +2 [persuasive]
    Climb Str* 12 = +2 +10
    Concentration Con 5 = +5
    Craft_1 Int 0 = +0
    Craft_2 Int 0 = +0
    Craft_3 Int 0 = +0
    Diplomacy Cha -3 = -3
    Disguise Cha -3 = -3
    Escape Artist Dex* 2 = +2
    Forgery Int 0 = +0
    Gather Information Cha -3 = -3
    Handle Animal Cha 7 = -3 +10
    Heal Wis 1 = -1 +2 [self-sufficient]
    Hide Dex* 2 = +2
    Intimidate Cha 22 = -3 +23 +2 [persuasive]
    Jump Str* 12 = +2 +10
    Listen Wis -1 = -1
    Move Silently Dex* 2 = +2
    Perform_1 Cha -3 = -3
    Perform_2 Cha -3 = -3
    Perform_3 Cha -3 = -3
    Perform_4 Cha -3 = -3
    Perform_5 Cha -3 = -3
    Ride Dex 20 = +2 +16 +2 [handle animal]
    Search Int 0 = +0
    Sense Motive Wis -1 = -1
    Spot Wis -1 = -1
    Survival Wis 1 = -1 +2 [self-sufficient]
    Swim Str** 2 = +2
    Use Rope Dex 2 = +2
    * = check penalty for wearing armor

    More about Eldest Daughter, Pai Mei:
    Pai Mei’s first-born and the Sun rises in her father’s eyes.

    =====================================================================

    Fourth Daughter, Pai Mei

    Female Human Sohei 17 Lawful Neutral

    Strength 20 (+5)
    Dexterity 15 (+2)
    Constitution 15 (+2)
    Intelligence 12 (+1)
    Wisdom 17 (+3)
    Charisma 10 (+0)

    Height: 5' 4"
    Weight: 240 lb
    Skin: Yellow
    Eyes: Light Brown
    Hair: Light Brown; Wavy

    Total Hit Points: 132

    Speed: 30 feet

    Initiative modifier: +6 = +2 [dexterity] +4 [improved initiative]
    Fortitude save: +12 = 10 [base] +2 [constitution]
    Reflex save: +9 = 5 [base] +2 [dexterity] +2 [lightning reflexes]
    Will save: +13 = 10 [base] +3 [wisdom]
    Attack (handheld): +17/+12/+7 = 12 [base] +5 [strength]
    Attack (unarmed): +17/+12/+7 = 12 [base] +5 [strength]
    Attack (missile): +14/+9/+4 = 12 [base] +2 [dexterity]
    Grapple check: +17/+12/+7 = 12 [base] +5 [strength]
    Halberd [1d10, crit x3, 12 lb., two-handed, piercing or slashing]

    Feats:
    Blind-fight
    Combat Casting
    Combat Reflexes
    Improved Initiative
    Lightning Reflexes
    Negotiator
    Spell Penetration
    Weapon Focus x1 Halberd

    Traits:
    Appraise Int 1 = +1
    Balance Dex* 2 = +2
    Bluff Cha 0 = +0
    Climb Str* 5 = +5
    Concentration Con 22 = +2 +20
    Craft_1 Int 1 = +1
    Craft_2 Int 1 = +1
    Craft_3 Int 1 = +1
    Diplomacy Cha 22 = +0 +20 +2 [negotiator]
    Disguise Cha 0 = +0
    Escape Artist Dex* 2 = +2
    Forgery Int 1 = +1
    Gather Information Cha 0 = +0
    Heal Wis 23 = +3 +20
    Hide Dex* 2 = +2
    Intimidate Cha 0 = +0
    Jump Str* 5 = +5
    Knowledge (religion) Int 21 = +1 +20
    Listen Wis 3 = +3
    Move Silently Dex* 2 = +2
    Perform_1 Cha 0 = +0
    Perform_2 Cha 0 = +0
    Perform_3 Cha 0 = +0
    Perform_4 Cha 0 = +0
    Perform_5 Cha 0 = +0
    Ride Dex 2 = +2
    Search Int 1 = +1
    Sense Motive Wis 5 = +3 +2 [negotiator]
    Spot Wis 3 = +3
    Survival Wis 3 = +3
    Swim Str** 5 = +5
    Use Rope Dex 2 = +2
    * = check penalty for wearing armor

    First-level Paladin spells: 3 (2+1) per day
    Second-level Paladin spells: 3 (2+1) per day
    Third-level Paladin spells: 3 (2+1) per day
    Fourth-level Paladin spells: 1 per day

    Sohei ("Oriental Adventures"):
    Spellcasting as paladin, but use Sohei list
    Free weapon focus feat first level
    Weapon focus (already included), ki frenzy 1/day (level 1)
    Ki frenzy 2/day, deflect arrows (level 3)
    Remain conscious; strength of mind (level 5)
    Defensive strike, ki frenzy 3/day (level 7)
    Mettle (level 9)
    Damage reduction 1/-; ki frenzy 4/day (level 11)
    Damage reduction 2/-; ki frenzy 4/day (level 14)
    Damage reduction 3/- (level 16)
    Ki frenzy 6/day (level 19)
    Damage reduction 4/- (level 20)

    More about Fourth Daughter, Pai Mei:
    Has tried to remove herself from the internal politics of the family, and is more interested in her career as a Sohei.

    =====================================================================

    Eightth Daughter, Pai Mei

    Female Human Ranger 13 Neutral Good

    Strength 14 (+2)
    Dexterity 16 (+3)
    Constitution 21 (+5)
    Intelligence 11 (+0)
    Wisdom 13 (+1)
    Charisma 9 (-1)

    Height: 5' 8"
    Weight: 170 lb
    Skin: Yellow
    Eyes: Black
    Hair: Black; Curly

    Total Hit Points: 17

    Speed: 30 feet

    Initiative modifier: +7 = +3 [dexterity] +4 [improved initiative]
    Fortitude save: +13 = 8 [base] +5 [constitution]
    Reflex save: +11 = 8 [base] +3 [dexterity]
    Will save: +5 = 4 [base] +1 [wisdom]
    Attack (handheld): +15/+10/+5 = 13 [base] +2 [strength]
    Attack (unarmed): +15/+10/+5 = 13 [base] +2 [strength]
    Attack (missile): +16/+11/+6 = 13 [base] +3 [dexterity]
    Grapple check: +15/+10/+5 = 13 [base] +2 [strength]
    Composite Longbow [1d8, crit x3, range incr. 100 ft., 3 lb, piercing]
    Sai [1d4, crit x2, range incr 10 ft., 1 lb., light, bludgeoning]

    Feats:
    Endurance [free to rangers]
    Improved Initiative
    Leadership
    Point Blank Shot
    Far Shot
    Precise Shot
    Rapid Shot [ranger archery track]
    Many Shot [ranger archery track]
    Improved Precise Shot [ranger archery track]
    Track [free to rangers]
    Weapon Focus x1 Longbow

    Traits:
    Appraise Int 0 = +0
    Balance Dex* 3 = +3
    Bluff Cha -1 = -1
    Climb Str* 8 = +2 +6
    Concentration Con 15 = +5 +10
    Craft_1 Int 0 = +0
    Craft_2 Int 0 = +0
    Craft_3 Int 0 = +0
    Diplomacy Cha -1 = -1
    Disguise Cha -1 = -1
    Escape Artist Dex* 3 = +3
    Forgery Int 0 = +0
    Gather Information Cha -1 = -1
    Handle Animal Cha 9 = -1 +10
    Heal Wis 11 = +1 +10
    Hide Dex* 13 = +3 +10
    Intimidate Cha -1 = -1
    Jump Str* 8 = +2 +6
    Knowledge (nature) Int 12 = +0 +10 +2 [survival]
    Listen Wis 11 = +1 +10
    Move Silently Dex* 13 = +3 +10
    Perform_1 Cha -1 = -1
    Perform_2 Cha -1 = -1
    Perform_3 Cha -1 = -1
    Perform_4 Cha -1 = -1
    Perform_5 Cha -1 = -1
    Ride Dex 5 = +3 +2 [handle animal]
    Search Int 10 = +0 +10
    Sense Motive Wis 1 = +1
    Spot Wis 11 = +1 +10
    Survival Wis 11 = +1 +10
    Swim Str** 2 = +2
    Use Rope Dex 3 = +3
    * = check penalty for wearing armor
    Handle Animal >=5 ranks gives +2 on wild empathy checks.
    Know Nature >=5 ranks gives +2 on survival checks above ground.
    Search >=5 ranks gives +2 on survival checks while tracking.

    First-level Ranger spells: 2 (1+1) per day
    Second-level Ranger spells: 1 per day
    Third-level Ranger spells: 1 per day

    Ranger:
    Favored enemies
    Track as bonus feat (already included)
    Combat Style
    Endurance
    Wild empathy (roll level + charisma bonus)
    Endurance (level 3)
    Animal Companion (level 4)
    Woodland Stride (level 7)
    Swift Tracker (level 8)
    Evasion (level 9)
    Camouflage (level 13)
    Hide in Plain Sight (level 17)
    High wisdom gains bonus spells daily
    Favored Enemies:
    Giants +6
    Humanoids (reptilian) +2
    Undead +2
    This ranger chose the archery track.
    Animal Companion: Leopard
    Medium-Size Animal
    Hit dice 3d8+6 (19 hit points)
    Initiative +4 (Dex)
    Speed 40 feet, climb 20 feet
    AC: 15 ( +4 Dex +1 natural)
    Attacks: Bite +6 melee (Weapon Finesse); 2 claws +1 melee (Weapon Finesse); Rake +6 melee (Weapon Finesse);
    Damage 1d6+3 (bite); 1d3+1 (claw); 1d3+1 (rake, must be grabbed);
    Special Attacks: Pounce; improved grab (with bite); rake if grabbed
    Special Qualities: Scent
    Saves: Fort +5; Ref +7; Will +2
    Abilities: Str 16, Dex 19, Con 15, Int 2, Wis 12, Cha 6
    Skills: Balance +12; Climb +11; Hide +9; Listen +6; Move Silently +9; Spot +6;
    Feats: Weapon Finesse (Bite, Claws, Rake)
    Link, share spells
    Bonus tricks: 1

    More about Eightth Daughter, Pai Mei:
    Though obviously her father’s favourite, she prefers to work in the field with her brother, the druid No 3 Son.

    =====================================================================

    Li Tang

    Male Human Sword Saint 35 Neutral Good

    Strength 18 (+4)
    Dexterity 16 (+3)
    Constitution 22 (+6)
    Intelligence 14 (+2)
    Wisdom 10 (+0)
    Charisma 13 (+1)

    Height: 6' 5"
    Weight: 270 lb
    Skin: Yellow
    Eyes: Gray
    Hair: Black; Straight; Light Beard

    Total Hit Points: 407

    Speed: 30 feet

    Initiative modifier: +7 = +3 [dexterity] +4 [improved initiative]
    Fortitude save: +18 = 12 [base] +6 [constitution]
    Reflex save: +11 = 6 [base] +3 [dexterity] +2 [lightning reflexes]
    Will save: +6 = 6 [base]
    Attack (handheld): +24/+19/+14/+9 = 20 [base] +4 [strength]
    Attack (unarmed): +24/+19/+14/+9 = 20 [base] +4 [strength]
    Attack (missile): +23/+18/+13/+8 = 20 [base] +3 [dexterity]
    Grapple check: +24/+19/+14/+9 = 20 [base] +4 [strength]
    Short Sword [1d6, crit 19-20/x2, 1 lb, light, piercing]
    Bastard Sword [1d10, crit 19-20/x2, 6 lb., one-handed, slashing]

    Feats:
    Blind-fight
    Improved Critical x2 Weapon(s):
    Improved Initiative
    Leadership
    Lightning Reflexes
    Negotiator
    Persuasive
    Power Attack
    Cleave
    Great Cleave
    Improved Bull Rush
    Improved Overrun

    Traits:
    Appraise Int 2 = +2
    Balance Dex* 3 = +3
    Bluff Cha 3 = +1 +2 [persuasive]
    Climb Str* 4 = +4
    Concentration Con 44 = +6 +38
    Craft_1 Int 2 = +2
    Craft_2 Int 2 = +2
    Craft_3 Int 2 = +2
    Diplomacy Cha 43 = +1 +38 +2 [negotiator] +2 [sense motive]
    Disguise Cha 1 = +1
    Escape Artist Dex* 3 = +3
    Forgery Int 2 = +2
    Gather Information Cha 1 = +1
    Heal Wis 0 = +0
    Hide Dex* 3 = +3
    Intimidate Cha 41 = +1 +38 +2 [persuasive]
    Jump Str* 4 = +4
    Knowledge (history) Int 22 = +2 +20
    Listen Wis 0 = +0
    Move Silently Dex* 3 = +3
    Perform_1 Cha 1 = +1
    Perform_2 Cha 1 = +1
    Perform_3 Cha 1 = +1
    Perform_4 Cha 1 = +1
    Perform_5 Cha 1 = +1
    Ride Dex 21 = +3 +18
    Search Int 2 = +2
    Sense Motive Wis 40 = +0 +38 +2 [negotiator]
    Spot Wis 0 = +0
    Survival Wis 0 = +0
    Swim Str** 4 = +4
    Use Rope Dex 3 = +3
    * = check penalty for wearing armor

    Sword Saint:
    Free proficiency with bastard sword
    Use bastard sword and shortsword as if you have two-weapon fighting feat (level 2)
    Use bastard sword or shortsword as if you have quick draw feat (level 5)
    Improved initiative (level 8)
    Use bastard sword and shortsword as if you have improved two-weapon fighting feat (level 11)
    Use bastard sword and shortsword as if you have greater two-weapon fighting feat (level 16)
    Ki smite (add charisma bonus to damage)(levels 3, 7, 12, 16)
    Staredown (+4 to intimidate / demoralize) (level 6)
    Mass staredown (intimidate / demoralize all in 30 feet, standard action) (level 10)
    Improved staredown (intimidate / demoralize all in 30 feet, move action) (level 14)
    Frightful presence (all in 30 feet save vs DC20+char mod or panicked) (level 20)

    =====================================================================

    Wei Feng

    Male Human Dragon-Totem Barbarian 25 Neutral Evil

    Strength 17 (+3)
    Dexterity 14 (+2)
    Constitution 20 (+5)
    Intelligence 13 (+1)
    Wisdom 10 (+0)
    Charisma 8 (-1)

    Height: 5' 9"
    Weight: 230 lb
    Skin: Yellow
    Eyes: Dark Brown
    Hair: Light Brown; Wavy; Average Beard

    Total Hit Points: 293

    Speed: 40 feet [barbarian]

    Initiative modifier: +6 = +2 [dexterity] +4 [improved initiative]
    Fortitude save: +17 = 12 [base] +5 [constitution]
    Reflex save: +10 = 6 [base] +2 [dexterity] +2 [lightning reflexes]
    Will save: +6 = 6 [base]
    Attack (handheld): +23/+18/+13/+8 = 20 [base] +3 [strength]
    Attack (unarmed): +23/+18/+13/+8 = 20 [base] +3 [strength]
    Attack (missile): +22/+17/+12/+7 = 20 [base] +2 [dexterity]
    Grapple check: +23/+18/+13/+8 = 20 [base] +3 [strength]
    Battle Axe [1d8, crit x3, 6 lb., one-handed, slashing]
    Greataxe [1d12, crit x3, 12 lb, two-handed, two-handed, slashing]

    Feats:
    Blind-fight
    Improved Critical x2 Battle Axe, Greataxe
    Improved Initiative
    Lightning Reflexes
    Power Attack
    Cleave
    Great Cleave
    Terrifying Rage
    Weapon Focus x2 Battle Axe, Greataxe

    Traits:
    Appraise Int 1 = +1
    Balance Dex* 2 = +2
    Bluff Cha -1 = -1
    Climb Str* 21 = +3 +18
    Concentration Con 5 = +5
    Craft_1 Int 1 = +1
    Craft_2 Int 1 = +1
    Craft_3 Int 1 = +1
    Diplomacy Cha -1 = -1
    Disguise Cha -1 = -1
    Escape Artist Dex* 2 = +2
    Forgery Int 1 = +1
    Gather Information Cha -1 = -1
    Handle Animal Cha 17 = -1 +18
    Heal Wis 0 = +0
    Hide Dex* 2 = +2
    Intimidate Cha 27 = -1 +28
    Jump Str* 25 = +3 +18 +4 [speed 40]
    Listen Wis 22 = +0 +22
    Move Silently Dex* 16 = +2 +14
    Perform_1 Cha -1 = -1
    Perform_2 Cha -1 = -1
    Perform_3 Cha -1 = -1
    Perform_4 Cha -1 = -1
    Perform_5 Cha -1 = -1
    Ride Dex 22 = +2 +18 +2 [handle animal]
    Search Int 1 = +1
    Sense Motive Wis 0 = +0
    Spot Wis 0 = +0
    Survival Wis 18 = +0 +18
    Swim Str** 3 = +3
    Use Rope Dex 2 = +2
    * = check penalty for wearing armor

    Barbarian:
    Illiteracy (2 skill points to learn to read)
    Rage
    Fast Movement (already included)
    Uncanny Dodge (level 2)
    Trap Sense (level 3)
    Improved Uncanny Dodge (level 5)
    Damage Reduction 1/- (level 7)
    Damage Reduction 2/- (level 10)
    Greater Rage (level 11)
    Damage Reduction 3/- (level 13)
    Indominitable Will (level 14)
    Damage Reduction 4/- (level 16)
    Tireless Rage (level 17)
    Damage Reduction 5/- (level 19)
    Mighty Rage (level 20)
    This barbarian cannot yet read/write.

    =====================================================================

    Cheng Mei

    Male Human Druid 32 True Neutral
    Strength 11 (+0)
    Dexterity 15 (+2)
    Constitution 14 (+2)
    Intelligence 11 (+0)
    Wisdom 25 (+7)
    Charisma 12 (+1)

    Height: 5' 9"
    Weight: 175 lb
    Skin: Yellow
    Eyes: Hazel
    Hair: Light Brown; Straight; Beardless

    Total Hit Points: 212

    Speed: 30 feet

    Initiative modifier: +6 = +2 [dexterity] +4 [improved initiative]
    Fortitude save: +14 = 12 [base] +2 [constitution]
    Reflex save: +10 = 6 [base] +2 [dexterity] +2 [lightning reflexes]
    Will save: +19 = 12 [base] +7 [wisdom]
    Attack (handheld): +15/+10/+5 = 15 [base]
    Attack (unarmed): +15/+10/+5 = 15 [base]
    Attack (missile): +17/+12/+7 = 15 [base] +2 [dexterity]
    Grapple check: +15/+10/+5 = 15 [base]
    Nanchaku [1d6 crit x2, 2 lb., light, bludgeoning]
    Sai [1d4, crit x2, range incr 10 ft., 1 lb., light, bludgeoning]

    Feats:
    Blind-fight
    Improved Initiative
    Leadership
    Lightning Reflexes
    Natural Spell
    Negotiator
    Persuasive
    Skill Focus (Concentration)
    Skill Focus (Know Nature)
    Improved Elemental Wild Shape
    Skill Focus (Spellcraft)
    Spell Penetration
    Greater Spell Penetration
    Weapon Focus x2 Sai

    Traits:
    Appraise Int 0 = +0
    Balance Dex* 2 = +2
    Bluff Cha 3 = +1 +2 [persuasive]
    Climb Str* 0 = +0
    Concentration Con 35 = +2 +30 +3 [skill focus]
    Craft_1 Int 0 = +0
    Craft_2 Int 0 = +0
    Craft_3 Int 0 = +0
    Diplomacy Cha 33 = +1 +30 +2 [negotiator]
    Disguise Cha 1 = +1
    Escape Artist Dex* 2 = +2
    Forgery Int 0 = +0
    Gather Information Cha 1 = +1
    Handle Animal Cha 11 = +1 +10
    Heal Wis 17 = +7 +10
    Hide Dex* 2 = +2
    Intimidate Cha 3 = +1 +2 [persuasive]
    Jump Str* 0 = +0
    Knowledge (nature) Int 42 = +0 +35 +2 [druid] +2 [survival] +3 [skill focus]
    Listen Wis 17 = +7 +10
    Move Silently Dex* 2 = +2
    Perform_1 Cha 1 = +1
    Perform_2 Cha 1 = +1
    Perform_3 Cha 1 = +1
    Perform_4 Cha 1 = +1
    Perform_5 Cha 1 = +1
    Ride Dex 4 = +2 +2 [handle animal]
    Search Int 0 = +0
    Sense Motive Wis 9 = +7 +2 [negotiator]
    Spellcraft Int 33 = +0 +30 +3 [skill focus]
    Spot Wis 17 = +7 +10
    Survival Wis 19 = +7 +10 +2 [druid]
    Swim Str** 0 = +0
    Use Rope Dex 2 = +2
    * = check penalty for wearing armor
    Handle Animal >=5 ranks gives +2 on wild empathy checks.
    Know Nature >=5 ranks gives +2 on survival checks above ground.

    Zero-level Druid spells: 6 per day
    First-level Druid spells: 7 (5+2) per day
    Second-level Druid spells: 7 (5+2) per day
    Third-level Druid spells: 7 (5+2) per day
    Fourth-level Druid spells: 6 (5+1) per day
    Fifth-level Druid spells: 6 (5+1) per day
    Sixth-level Druid spells: 5 (4+1) per day
    Seventh-level Druid spells: 5 (4+1) per day
    Eighth-level Druid spells: 4 per day
    Ninth-level Druid spells: 4 per day

    Druid:
    Spontaneous Casting (summon nature's ally)
    Animal Companion
    Wild Empathy
    +2 on Knowledge (nature) and Survival (already included)
    Woodland Stride (level 2)
    Trackless Step (level 3)
    Resist Nature's Lure (level 4)
    Wild Shape (level 5)
    Venom Immunity (level 9)
    A Thousand Faces (level 13)
    Timeless Body (level 15)
    High wisdom gains bonus spells daily

    Animal Companion: Lion
    Large Animal
    Hit dice 17d8+34 (110 hit points)
    Initiative +6 (Dex)
    Speed 40 feet
    AC: 30 ( -1 large +6 Dex +15 natural)
    Attacks: 2 claws +19 melee; Bite +17 melee;
    Damage 1d4+8 (claw); 1d8+4 (bite);
    Special Attacks: Pounce; improved grab; rake (1d6 + half strength bonus)
    Special Qualities: Scent
    Saves: Fort +12; Ref +16; Will +6
    Abilities: Str 27, Dex 23, Con 15, Int 2, Wis 12, Cha 6
    Skills: Balance +10; Hide +7; Jump +8; Listen +5; Move Silently +14; Spot +5;
    The animal is entitled to distribute an additional 12 skill points.
    The animal is entitled to three additional feats.
    Link, share spells
    Evasion
    Devotion
    Multiattack (or a second primary attack at -5, as applicable)
    Improved Evasion
    Bonus tricks: 7

    =====================================================================

    Chiang Tzu

    Male Human Necromancer 28 Neutral Evil

    Strength 10 (+0)
    Dexterity 13 (+1)
    Constitution 11 (+0)
    Intelligence 25 (+7)
    Wisdom 15 (+2)
    Charisma 9 (-1)

    Height: 6' 1"
    Weight: 175 lb
    Skin: Yellow?
    Eyes: Dark Brown?
    Hair: Dark Brown; Straight; Average Beard?

    Specialty: Necromancy

    Total Hit Points: 72

    Speed: 30 feet

    Initiative modifier: +5 = +1 [dexterity] +4 [improved initiative]
    Fortitude save: +6 = 6 [base]
    Reflex save: +9 = 6 [base] +1 [dexterity] +2 [lightning reflexes]
    Will save: +14 = 12 [base] +2 [wisdom]
    Attack (handheld): +10/+5 = 10 [base]
    Attack (unarmed): +10/+5 = 10 [base]
    Attack (missile): +11/+6 = 10 [base] +1 [dexterity]
    Grapple check: +10/+5 = 10 [base]
    Sai [1d4, crit x2, range incr 10 ft., 1 lb., light, bludgeoning]
    Shuriken [1d2, crit x2, range incr 10 ft, 1/2 lb, piercing]
    Raven familiar

    Feats:
    Blind-fight
    Combat Casting
    Improved Initiative
    Lightning Reflexes
    Skill Focus (Know Planes)
    Spell Focus (Evocation)
    Spell Focus (Necromancy)
    Greater Spell Focus (Evocation)
    Greater Spell Focus (Necromancy)
    Spell Mastery x2 Spells:
    Spell Penetration
    Greater Spell Penetration
    Craft Rod
    Craft Staff
    Scribe Scroll [free to wizard]
    Empower Spell
    Maximize Spell

    Traits:
    Appraise Int 9 = +7 +2 [raven]
    Balance Dex* 1 = +1
    Bluff Cha -1 = -1
    Climb Str* 0 = +0
    Concentration Con 31 = +0 +31
    Craft_1 Int 38 = +7 +31
    Craft_2 Int 27 = +7 +20
    Craft_3 Int 27 = +7 +20
    Decipher Script Int 38 = +7 +31
    Diplomacy Cha 1 = -1 +2 [Knowledge, nobility]
    Disguise Cha -1 = -1
    Escape Artist Dex* 1 = +1
    Forgery Int 7 = +7
    Gather Information Cha -1 = -1
    Heal Wis 2 = +2
    Hide Dex* 1 = +1
    Intimidate Cha -1 = -1
    Jump Str* 0 = +0
    Knowledge (arcana) Int 38 = +7 +31
    Knowledge (history) Int 22 = +7 +15
    Knowledge (nobility) Int 22 = +7 +15
    Knowledge (planes) Int 41 = +7 +31 +3 [skill focus]
    Listen Wis 2 = +2
    Move Silently Dex* 1 = +1
    Perform_1 Cha -1 = -1
    Perform_2 Cha -1 = -1
    Perform_3 Cha -1 = -1
    Perform_4 Cha -1 = -1
    Perform_5 Cha -1 = -1
    Ride Dex 1 = +1
    Search Int 7 = +7
    Sense Motive Wis 2 = +2
    Spellcraft Int 40 = +7 +31 +2 [Knowledge, arcane]
    Spot Wis 2 = +2
    Survival Wis 2 = +2
    Swim Str** 0 = +0
    Use Rope Dex 1 = +1
    * = check penalty for wearing armor
    Craft_1 >=5 ranks gives +2 on related appraise checks.
    Craft_2 >=5 ranks gives +2 on related appraise checks.
    Craft_3 >=5 ranks gives +2 on related appraise checks.
    Know Planes >=5 ranks gives +2 on survival checks on other planes.
    If the familiar is within reach, +2 on spot and listen ("alertness").

    Zero-level Necromancer spells: 5 (4+1) per day
    First-level Necromancer spells: 7 (4+2+1) per day
    Second-level Necromancer spells: 7 (4+2+1) per day
    Third-level Necromancer spells: 7 (4+2+1) per day
    Fourth-level Necromancer spells: 6 (4+1+1) per day
    Fifth-level Necromancer spells: 6 (4+1+1) per day
    Sixth-level Necromancer spells: 6 (4+1+1) per day
    Seventh-level Necromancer spells: 6 (4+1+1) per day
    Eighth-level Necromancer spells: 5 (4+1) per day
    Ninth-level Necromancer spells: 5 (4+1) per day

    Raven familiar: Str 1 Dex 15 Con 10 Int 15 Wis 14 Chr 6; Hit points: 32; Initiative +2 (dex); Speed 10 ft., fly 40 ft. (average); AC: 24 (+2 size, +2 dex, +10 level); Claws +4 melee 1d2-5 Fort +6, Ref +8, Will +14, Listen +6, Spot +6; speaks one character language Alertness feat when in arm's reach; improved evasion; share spells; empathic link; deliver touch spells; speak with master; speak with birds; spell resistance 33; scry on familiar
    More about Chiang Tzu:

    =====================================================================

    Sun Chen

    Male Human Spirit Shaman 28 Neutral Good

    Strength 8 (-1)
    Dexterity 15 (+2)
    Constitution 16 (+3)
    Intelligence 15 (+2)
    Wisdom 23 (+6)
    Charisma 14 (+2)

    Height: 5' 3"
    Weight: 145 lb
    Skin: Yellow
    Eyes: Light Brown
    Hair: Dark Brown; Straight; Light Beard

    Total Hit Points: 214

    Speed: 30 feet

    Initiative modifier: +6 = +2 [dexterity] +4 [improved initiative]
    Fortitude save: +15 = 12 [base] +3 [constitution]
    Reflex save: +10 = 6 [base] +2 [dexterity] +2 [lightning reflexes]
    Will save: +18 = 12 [base] +6 [wisdom]
    Attack (handheld): +14/+9/+4 = 15 [base] -1 [strength]
    Attack (unarmed): +14/+9/+4 = 15 [base] -1 [strength]
    Attack (missile): +17/+12/+7 = 15 [base] +2 [dexterity]
    Grapple check: +14/+9/+4 = 15 [base] -1 [strength]
    Feats:
    Blind-fight
    Combat Casting
    Improved Initiative
    Improved Turning
    Leadership
    Lightning Reflexes
    Negotiator
    Persuasive
    Consecrate Spell
    Spell Penetration
    Greater Spell Penetration

    Traits:
    Appraise Int 2 = +2
    Balance Dex* 2 = +2
    Bluff Cha 4 = +2 +2 [persuasive]
    Climb Str* -1 = -1
    Concentration Con 34 = +3 +31
    Craft_1 Int 2 = +2
    Craft_2 Int 2 = +2
    Craft_3 Int 2 = +2
    Diplomacy Cha 35 = +2 +31 +2 [negotiator]
    Disguise Cha 2 = +2
    Escape Artist Dex* 2 = +2
    Forgery Int 2 = +2
    Gather Information Cha 4 = +2 +2 [know local]
    Handle Animal Cha 12 = +2 +10
    Heal Wis 33 = +6 +27
    Hide Dex* 2 = +2
    Intimidate Cha 4 = +2 +2 [persuasive]
    Jump Str* -1 = -1
    Knowledge (geography) Int 12 = +2 +10
    Knowledge (history) Int 12 = +2 +10
    Knowledge (local) Int 12 = +2 +10
    Knowledge (nature) Int 14 = +2 +10 +2 [survival]
    Listen Wis 37 = +6 +31
    Move Silently Dex* 2 = +2
    Perform_1 Cha 2 = +2
    Perform_2 Cha 2 = +2
    Perform_3 Cha 2 = +2
    Perform_4 Cha 2 = +2
    Perform_5 Cha 2 = +2
    Ride Dex 4 = +2 +2 [handle animal]
    Search Int 2 = +2
    Sense Motive Wis 8 = +6 +2 [negotiator]
    Spellcraft Int 29 = +2 +27
    Spot Wis 16 = +6 +10
    Survival Wis 16 = +6 +10
    Swim Str** -1 = -1
    Use Rope Dex 2 = +2
    * = check penalty for wearing armor
    Know Geography >=5 ranks gives +2 on checks to avoid getting lost or into hazards.
    Know Nature >=5 ranks gives +2 on survival checks above ground.

    Zero-level Spirit Shaman spells: 6 per day
    First-level Spirit Shaman spells: 8 (6+2) per day
    Second-level Spirit Shaman spells: 8 (6+2) per day
    Third-level Spirit Shaman spells: 7 (6+1) per day
    Fourth-level Spirit Shaman spells: 7 (6+1) per day
    Fifth-level Spirit Shaman spells: 7 (6+1) per day
    Sixth-level Spirit Shaman spells: 7 (6+1) per day
    Seventh-level Spirit Shaman spells: 6 per day
    Eighth-level Spirit Shaman spells: 6 per day
    Ninth-level Spirit Shaman spells: 5 per day

    =====================================================================

    Mu Chou

    Male Human Fighter 32 Lawful Neutral

    Strength 14 (+2)
    Dexterity 14 (+2)
    Constitution 25 (+7)
    Intelligence 9 (-1)
    Wisdom 11 (+0)
    Charisma 13 (+1)

    Height: 5' 4"
    Weight: 190 lb
    Skin: Yellow
    Eyes: Light Brown
    Hair: Black; Straight; Beardless

    Total Hit Points: 405

    Speed: 30 feet

    Initiative modifier: +6 = +2 [dexterity] +4 [improved initiative]
    Fortitude save: +19 = 12 [base] +7 [constitution]
    Reflex save: +10 = 6 [base] +2 [dexterity] +2 [lightning reflexes]
    Will save: +6 = 6 [base]
    Attack (handheld): +22/+17/+12/+7 = 20 [base] +2 [strength]
    Attack (unarmed): +22/+17/+12/+7 = 20 [base] +2 [strength]
    Attack (missile): +22/+17/+12/+7 = 20 [base] +2 [dexterity]
    Grapple check: +22/+17/+12/+7 = 20 [base] +2 [strength]
    Short Sword [1d6, crit 19-20/x2, 1 lb, light, piercing]
    Battle Axe [1d8, crit x3, 6 lb., one-handed, slashing]
    Longsword [1d8, crit 19-20/x2 4 lb, one-handed, slashing]
    Lance [2d4, crit x3, 12 lb., two-handed, piercing]
    Composite Longbow [1d8, crit x3, range incr. 100 ft., 3 lb, piercing]
    Dwarven Waraxe [1d10, crit x3, 8 lb., one-handed, slashing]
    Spiked Chain [2d4, crit x2, 10 lb., two-handed, piercing]

    Feats:
    Acrobatic
    Agile
    Alertness
    Athletic
    Blind-fight
    Combat Reflexes
    Exotic Weapon Proficiency Spiked Chain
    Improved Critical x1 Spiked Chain
    Improved Initiative
    Leadership
    Lightning Reflexes
    Mounted Combat
    Mounted Archery
    Point Blank Shot
    Far Shot
    Precise Shot
    Rapid Shot
    Power Attack
    Cleave
    Great Cleave
    Improved Bull Rush
    Improved Overrun
    Improved Sunder
    Rapid Reload
    Danger Sense
    Weapon Focus x1 Spiked Chain
    Weapon Specialization x1 Spiked Chain
    Greater Weapon Focus x1 Spiked Chain
    Greater Weapon Specialization x1 Spiked Chain

    Traits:
    Appraise Int -1 = -1
    Balance Dex* 4 = +2 +2 [agile]
    Bluff Cha 1 = +1
    Climb Str* 4 = +2 +2 [athletic]
    Concentration Con 7 = +7
    Craft_1 Int -1 = -1
    Craft_2 Int -1 = -1
    Craft_3 Int -1 = -1
    Diplomacy Cha 1 = +1
    Disguise Cha 1 = +1
    Escape Artist Dex* 4 = +2 +2 [agile]
    Forgery Int -1 = -1
    Gather Information Cha 1 = +1
    Heal Wis 0 = +0
    Hide Dex* 2 = +2
    Intimidate Cha 36 = +1 +35
    Jump Str* 4 = +2 +2 [acrobatic]
    Listen Wis 2 = +0 +2 [alertness]
    Move Silently Dex* 2 = +2
    Perform_1 Cha 1 = +1
    Perform_2 Cha 1 = +1
    Perform_3 Cha 1 = +1
    Perform_4 Cha 1 = +1
    Perform_5 Cha 1 = +1
    Ride Dex 37 = +2 +35
    Search Int -1 = -1
    Sense Motive Wis 0 = +0
    Spot Wis 2 = +0 +2 [alertness]
    Survival Wis 0 = +0
    Swim Str** 4 = +2 +2 [athletic]
    Tumble Dex* 4 = +2 +2 [acrobatic]
    Use Rope Dex 2 = +2
    * = check penalty for wearing armor

    [ May 18, 2006, 15:29: Message edited by: DarkStrider ]
     
  3. DarkStrider

    DarkStrider I've seen the future and it has seen me Distinguished Member

    Joined:
    Aug 17, 2005
    Messages:
    4,321
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    Abbot Noriyaga

    Male Human Monk 16 Lawful Neutral

    Strength 12 (+1)
    Dexterity 12 (+1)
    Constitution 14 (+2)
    Intelligence 11 (+0)
    Wisdom 21 (+5)
    Charisma 9 (-1)

    Height: 5' 6"
    Weight: 175 lb
    Skin: Yellow
    Eyes: Dark Brown
    Hair: Black; Straight; Light Beard

    Total Hit Points: 103

    Speed: 80 feet [monk]

    Initiative modifier: +5 = +1 [dexterity] +4 [improved initiative]
    Fortitude save: +12 = 10 [base] +2 [constitution]
    Reflex save: +13 = 10 [base] +1 [dexterity] +2 [lightning reflexes]
    Will save: +15 = 10 [base] +5 [wisdom]
    Attack (handheld): +13/+8/+3 = 12 [base] +1 [strength]
    Attack (unarmed): +13/+8/+3 = 12 [base] +1 [strength]
    Flurry of Blows: +13/+13/+13/+8/+3 [includes strength modifier]
    Attack (missile): +13/+8/+3 = 12 [base] +1 [dexterity]
    Grapple check: +13/+8/+3 = 12 [base] +1 [strength]
    Unarmed Damage: 2d8 +1 [strength]
    Shuriken [1d2, crit x2, range incr 10 ft, 1/2 lb, piercing]

    Feats:
    Athletic
    Blind-fight
    Improved Disarm [monk]
    Combat Reflexes [monk]
    Improved Critical x1 Fist
    Improved Initiative
    Improved Unarmed Strike [monk]
    Improved Grapple [monk]
    Lightning Reflexes
    Negotiator
    Self-Sufficient

    Traits:
    Appraise Int 0 = +0
    Balance Dex* 13 = +1 +10 +2 [tumble]
    Bluff Cha -1 = -1
    Climb Str* 13 = +1 +10 +2 [athletic]
    Concentration Con 12 = +2 +10
    Craft_1 Int 0 = +0
    Craft_2 Int 0 = +0
    Craft_3 Int 0 = +0
    Diplomacy Cha 13 = -1 +10 +2 [negotiator] +2 [sense motive]
    Disguise Cha -1 = -1
    Escape Artist Dex* 1 = +1
    Forgery Int 0 = +0
    Gather Information Cha -1 = -1
    Heal Wis 7 = +5 +2 [self-sufficient]
    Hide Dex* 1 = +1
    Intimidate Cha -1 = -1
    Jump Str* 33 = +1 +10 +2 [tumble] +20 [speed 80]
    Knowledge (arcana) Int 10 = +0 +10
    Listen Wis 15 = +5 +10
    Move Silently Dex* 11 = +1 +10
    Perform_1 Cha -1 = -1
    Perform_2 Cha -1 = -1
    Perform_3 Cha -1 = -1
    Perform_4 Cha -1 = -1
    Perform_5 Cha -1 = -1
    Ride Dex 1 = +1
    Search Int 0 = +0
    Sense Motive Wis 17 = +5 +10 +2 [negotiator]
    Spot Wis 5 = +5
    Survival Wis 7 = +5 +2 [self-sufficient]
    Swim Str** 3 = +1 +2 [athletic]
    Tumble Dex* 8 = +1 +5 +2 [jump]
    Use Rope Dex 1 = +1
    * = check penalty for wearing armor

    Monk:
    AC Bonus for Wisdom
    AC Bonus for level (begins level 5)
    Flurry of Blows
    Unarmed Strike
    Evasion (level 2)
    Fast Movement (already included)
    Bonus Feats (levels 1 2 & 6)
    Evasion (level 2)
    Fast Movement (level 3)
    Still Mind level 3)
    Ki Strike (level 4)
    Slow Fall (level 4)
    Purity of Body (level 5)
    Wholeness of Body (level 7)
    Improved Evasion (level 9)
    Diamond Body (level 11)
    Quivering Palm (level 15)
    Timeless Body (level 17)
    Tongue of Sun and Moon (level 17)
    Empty Body (level 19)
    Perfect Self (level 20)

    Noriyaga is the Abbot of the Blue Mountain Monastery in the Mori Region. The monastery is so-named for its view of Heaven Edge mountains, he has been abbot her for about 10 years since he founded it. During his tenure he has trained several new monks among them Sakamoto Michiyo, a young man of some potential, who he feels it is time to test.

    =====================================================================

    Elder Muyashi

    Male Human Commoner 10 Lawful Neutral

    Strength 8 (-1)
    Dexterity 11 (+0)
    Constitution 13 (+1)
    Intelligence 13 (+1)
    Wisdom 19 (+4)
    Charisma 15 (+2)

    Height: 5' 0"
    Weight: 140 lb
    Skin: Yellow
    Eyes: Black
    Hair: Gray; Straight; Light Beard

    Total Hit Points: 37

    Speed: 30 feet

    Initiative modifier: +0 = +0 [dexterity]
    Fortitude save: +4 = 3 [base] +1 [constitution]
    Reflex save: +3 = 3 [base]
    Will save: +7 = 3 [base] +4 [wisdom]
    Attack (handheld): +4 = 5 [base] -1 [strength]
    Attack (unarmed): +4 = 5 [base] -1 [strength]
    Attack (missile): +5 = 5 [base]
    Grapple check: +4 = 5 [base] -1 [strength]
    Kama [1d6, crit x2, 2 lb., light, slashing]

    Feats:
    Leadership
    Negotiator
    Persuasive
    Skill Focus (Basket weaving)
    Skill Focus (Tatame making)

    Traits:
    Appraise Int 1 = +1
    Balance Dex* 0 = +0
    Bluff Cha 4 = +2 +2 [persuasive]
    Climb Str* -1 = -1
    Concentration Con 1 = +1
    Basket weaving Int 17 = +1 +13 +3 [skill focus]
    Tatame making Int 17 = +1 +13 +3 [skill focus]
    Craft_3 Int 1 = +1
    Diplomacy Cha 4 = +2 +2 [negotiator]
    Disguise Cha 2 = +2
    Escape Artist Dex* 0 = +0
    Forgery Int 1 = +1
    Gather Information Cha 2 = +2
    Handle Animal Cha 15 = +2 +13
    Heal Wis 4 = +4
    Hide Dex* 0 = +0
    Intimidate Cha 4 = +2 +2 [persuasive]
    Jump Str* -1 = -1
    Listen Wis 17 = +4 +13
    Move Silently Dex* 0 = +0
    Perform_1 Cha 2 = +2
    Perform_2 Cha 2 = +2
    Perform_3 Cha 2 = +2
    Perform_4 Cha 2 = +2
    Perform_5 Cha 2 = +2
    Ride Dex 2 = +0 +2 [handle animal]
    Search Int 1 = +1
    Sense Motive Wis 6 = +4 +2 [negotiator]
    Spot Wis 4 = +4
    Survival Wis 4 = +4
    Swim Str** -1 = -1
    Use Rope Dex 0 = +0
    * = check penalty for wearing armor
    Craft_1 >=5 ranks gives +2 on related appraise checks.
    Craft_2 >=5 ranks gives +2 on related appraise checks.

    Muyashi is the chief elder of Ten Barrels Village (the village gained the name Ten Barrels when it helped save an older Lord from an attack by bandits, when he had few Sword Saint with him. He fixed their tax at ten barrels of seed-oil a year in perpetuity. They produce on average 200 Barrels a year). Unusually Muyashi has brought a different kind of fame to the Village for his Tatame (reed mats), the reeds usually gathered from the edges of the Mire of the Damned.


    ======================================================================

    The Lords of Han


    Lord Hanuel

    Male Human Barbarian 8 / Fighter 20 Neutral Good

    Strength 16 (+3)
    Dexterity 16 (+3)
    Constitution 22 (+6)
    Intelligence 12 (+1)
    Wisdom 10 (+0)
    Charisma 10 (+0)

    Height: 5' 5"
    Weight: 210 lb
    Skin: Yellow
    Eyes: Dark Brown
    Hair: Light Brown; Straight; Beardless

    Total Hit Points: 340

    Speed: 40 feet [barbarian]

    Initiative modifier: +7 = +3 [dexterity] +4 [improved initiative]
    Fortitude save: +18 = 12 [base] +6 [constitution]
    Reflex save: +9 = 6 [base] +3 [dexterity]
    Will save: +6 = 6 [base]
    Attack (handheld): +23/+18/+13/+8 = 20 [base] +3 [strength]
    Attack (unarmed): +23/+18/+13/+8 = 20 [base] +3 [strength]
    Attack (missile): +23/+18/+13/+8 = 20 [base] +3 [dexterity]
    Grapple check: +23/+18/+13/+8 = 20 [base] +3 [strength]

    Two-bladed Sword [1d8/1d8, crit 19-20/x2, 10 lb., two-handed, slashing]

    Feats:
    Blind-fight
    Combat Reflexes
    Dodge
    Mobility
    Spring Attack
    Exotic Weapon Proficiency Two-bladed Sword
    Improved Critical x1 Two-bladed Sword
    Improved Initiative
    Point Blank Shot
    Far Shot
    Precise Shot
    Rapid Shot
    Power Attack
    Cleave
    Great Cleave
    Improved Bull Rush
    Improved Overrun
    Improved Sunder
    Rapid Reload
    Danger Sense
    Weapon Focus x1 Two-bladed Sword
    Weapon Specialization x1 Two-bladed Sword
    Greater Weapon Focus x1 Two-bladed Sword
    Greater Weapon Specialization x1 Two-bladed Sword

    Traits:
    Appraise Int 1 = +1
    Balance Dex* 3 = +3
    Bluff Cha 0 = +0
    Climb Str* 23 = +3 +20
    Concentration Con 6 = +6
    Craft_1 Int 1 = +1
    Craft_2 Int 1 = +1
    Craft_3 Int 1 = +1
    Diplomacy Cha 0 = +0
    Disguise Cha 0 = +0
    Escape Artist Dex* 3 = +3
    Forgery Int 1 = +1
    Gather Information Cha 0 = +0
    Handle Animal Cha 20 = +0 +20
    Heal Wis 0 = +0
    Hide Dex* 3 = +3
    Intimidate Cha 20 = +0 +20
    Jump Str* 27 = +3 +20 +4 [speed 40]
    Listen Wis 20 = +0 +20
    Move Silently Dex* 3 = +3
    Perform_1 Cha 0 = +0
    Perform_2 Cha 0 = +0
    Perform_3 Cha 0 = +0
    Perform_4 Cha 0 = +0
    Perform_5 Cha 0 = +0
    Ride Dex 25 = +3 +20 +2 [handle animal]
    Search Int 1 = +1
    Sense Motive Wis 0 = +0
    Spot Wis 0 = +0
    Survival Wis 20 = +0 +20
    Swim Str** 3 = +3
    Use Rope Dex 3 = +3
    * = check penalty for wearing armor

    Barbarian:
    Illiteracy (2 skill points to learn to read)
    Rage
    Fast Movement (already included)
    Uncanny Dodge (level 2)
    Trap Sense (level 3)
    Improved Uncanny Dodge (level 5)
    Damage Reduction 1/- (level 7)
    Damage Reduction 2/- (level 10)
    Greater Rage (level 11)
    Damage Reduction 3/- (level 13)
    Indominitable Will (level 14)
    Damage Reduction 4/- (level 16)
    Tireless Rage (level 17)
    Damage Reduction 5/- (level 19)
    Mighty Rage (level 20)

    =====================================================================


    Lord Hyun

    Male Human Fighter 4 / Shugenja 20 Lawful Good

    Strength 16 (+3)
    Dexterity 16 (+3)
    Constitution 17 (+3)
    Intelligence 21 (+5)
    Wisdom 11 (+0)
    Charisma 17 (+3)

    Height: 5' 3"
    Weight: 210 lb
    Skin: Yellow
    Eyes: Light Brown
    Hair: Light Brown; Straight; Beardless

    Total Hit Points: 171

    Speed: 30 feet

    Initiative modifier: +7 = +3 [dexterity] +4 [improved initiative]
    Fortitude save: +9 = 6 [base] +3 [constitution]
    Reflex save: +9 = 6 [base] +3 [dexterity]
    Will save: +12 = 12 [base]
    Attack (handheld): +13/+8 = 10 [base] +3 [strength]
    Attack (unarmed): +13/+8 = 10 [base] +3 [strength]
    Attack (missile): +13/+8 = 10 [base] +3 [dexterity]
    Grapple check: +13/+8 = 10 [base] +3 [strength]
    Dire Flail [1d8/1d8, crit x2, 10 lb., two-handed, bludgeoning]

    Feats:
    Blind-fight
    Combat Casting
    Combat Reflexes
    Exotic Weapon Proficiency Dire Flail
    Improved Initiative
    Leadership
    Negotiator
    Power Attack
    Cleave
    Subduing Strike
    Holy Subdual
    Danger Sense
    Spell Penetration
    Greater Spell Penetration
    Spellcasting Prodigy [wisdom]

    Traits:
    Appraise Int 5 = +5
    Balance Dex* 3 = +3
    Bluff Cha 3 = +3
    Climb Str* 13 = +3 +10
    Concentration Con 30 = +3 +27
    Craft_1 Int 5 = +5
    Craft_2 Int 5 = +5
    Craft_3 Int 5 = +5
    Diplomacy Cha 32 = +3 +27 +2 [negotiator]
    Disguise Cha 3 = +3
    Escape Artist Dex* 3 = +3
    Forgery Int 5 = +5
    Gather Information Cha 3 = +3
    Handle Animal Cha 13 = +3 +10
    Heal Wis 0 = +0
    Hide Dex* 3 = +3
    Intimidate Cha 21 = +3 +18
    Jump Str* 13 = +3 +10
    Knowledge (arcana) Int 32 = +5 +27
    Knowledge (religion) Int 32 = +5 +27
    Knowledge (planes) Int 32 = +5 +27
    Listen Wis 0 = +0
    Move Silently Dex* 3 = +3
    Perform_1 Cha 3 = +3
    Perform_2 Cha 3 = +3
    Perform_3 Cha 3 = +3
    Perform_4 Cha 3 = +3
    Perform_5 Cha 3 = +3
    Ride Dex 15 = +3 +10 +2 [handle animal]
    Search Int 5 = +5
    Sense Motive Wis 2 = +0 +2 [negotiator]
    Spellcraft Int 34 = +5 +27 +2 [Knowledge, arcane]
    Spot Wis 0 = +0
    Survival Wis 0 = +0
    Swim Str** 3 = +3
    Use Rope Dex 3 = +3
    * = check penalty for wearing armor
    Know Planes >=5 ranks gives +2 on survival checks on other planes.

    Zero-level Shugenja spells: 6 per day
    First-level Shugenja spells: 7 (6+1) per day
    Second-level Shugenja spells: 7 (6+1) per day
    Third-level Shugenja spells: 7 (6+1) per day
    Fourth-level Shugenja spells: 6 per day
    Fifth-level Shugenja spells: 6 per day
    Sixth-level Shugenja spells: 6 per day
    Seventh-level Shugenja spells: 6 per day
    Use your 6 eighth-levelShugenjaspell slots to cast lower-level spells:
    Use your 6 ninth-levelShugenjaspell slots to cast lower-level spells:
    Shugenja:
    Elemental focus

    =====================================================================


    Lady Jin-Ho

    Female Human Sword Saint 24 Lawful Good

    Strength 14 (+2)
    Dexterity 14 (+2)
    Constitution 22 (+6)
    Intelligence 13 (+1)
    Wisdom 13 (+1)
    Charisma 9 (-1)

    Height: 4' 11"
    Weight: 155 lb
    Skin: Yellow
    Eyes: Green
    Hair: Dark Brown; Wavy

    Total Hit Points: 281

    Speed: 30 feet

    Initiative modifier: +2 = +2 [dexterity]
    Fortitude save: +18 = 12 [base] +6 [constitution]
    Reflex save: +10 = 6 [base] +2 [dexterity] +2 [lightning reflexes]
    Will save: +7 = 6 [base] +1 [wisdom]
    Attack (handheld): +22/+17/+12/+7 = 20 [base] +2 [strength]
    Attack (unarmed): +22/+17/+12/+7 = 20 [base] +2 [strength]
    Attack (missile): +22/+17/+12/+7 = 20 [base] +2 [dexterity]
    Grapple check: +22/+17/+12/+7 = 20 [base] +2 [strength]

    Short Sword [1d6, crit 19-20/x2, 1 lb, light, piercing]
    Bastard Sword [1d10, crit 19-20/x2, 6 lb., one-handed, slashing]

    Feats:
    Blind-fight
    Dodge
    Mobility
    Leadership
    Lightning Reflexes
    Negotiator
    Persuasive
    Power Attack
    Cleave
    Great Cleave

    Traits:
    Appraise Int 1 = +1
    Balance Dex* 2 = +2
    Bluff Cha 1 = -1 +2 [persuasive]
    Climb Str* 2 = +2
    Concentration Con 33 = +6 +27
    Craft_1 Int 1 = +1
    Craft_2 Int 1 = +1
    Craft_3 Int 1 = +1
    Diplomacy Cha 30 = -1 +27 +2 [negotiator] +2 [sense motive]
    Disguise Cha -1 = -1
    Escape Artist Dex* 2 = +2
    Forgery Int 1 = +1
    Gather Information Cha -1 = -1
    Heal Wis 1 = +1
    Hide Dex* 2 = +2
    Intimidate Cha 28 = -1 +27 +2 [persuasive]
    Jump Str* 2 = +2
    Listen Wis 1 = +1
    Move Silently Dex* 2 = +2
    Perform_1 Cha -1 = -1
    Perform_2 Cha -1 = -1
    Perform_3 Cha -1 = -1
    Perform_4 Cha -1 = -1
    Perform_5 Cha -1 = -1
    Ride Dex 2 = +2
    Search Int 1 = +1
    Sense Motive Wis 30 = +1 +27 +2 [negotiator]
    Spot Wis 1 = +1
    Survival Wis 1 = +1
    Swim Str** 2 = +2
    Use Rope Dex 2 = +2
    * = check penalty for wearing armor

    Sword Saint:
    Free proficiency with bastard sword
    Use bastard sword and shortsword as if you have two-weapon fighting feat (level 2)
    Use bastard sword or shortsword as if you have quick draw feat (level 5)
    Improved initiative (level 8)
    Use bastard sword and shortsword as if you have improved two-weapon fighting feat (level 11)
    Use bastard sword and shortsword as if you have greater two-weapon fighting feat (level 16)
    Ki smite (add charisma bonus to damage)(levels 3, 7, 12, 16)
    Staredown (+4 to intimidate / demoralize) (level 6)
    Mass staredown (intimidate / demoralize all in 30 feet, standard action) (level 10)
    Improved staredown (intimidate / demoralize all in 30 feet, move action) (level 14)
    Frightful presence (all in 30 feet save vs DC20+char mod or panicked) (level 20)

    =====================================================================


    Ex-Lord Yong

    Male Human Ninja 28 Neutral Evil

    Strength 15 (+2)
    Dexterity 22 (+6)
    Constitution 17 (+3)
    Intelligence 13 (+1)
    Wisdom 11 (+0)
    Charisma 11 (+0)

    Height: 5' 11"
    Weight: 210 lb
    Skin: Yellow
    Eyes: Gray
    Hair: Gray; Straight; Light Beard

    Total Hit Points: 185

    Speed: 30 feet

    Initiative modifier: +8 = +6 [dexterity] +2 [quick reconnoiter]
    Fortitude save: +9 = 6 [base] +3 [constitution]
    Reflex save: +20 = 12 [base] +6 [dexterity] +2 [lightning reflexes]
    Will save: +8 = 6 [base] +2 [if ki powers available]
    Attack (handheld): +17/+12/+7 = 15 [base] +2 [strength]
    Attack (unarmed): +17/+12/+7 = 15 [base] +2 [strength]
    Attack (missile): +21/+16/+11 = 15 [base] +6 [dexterity]
    Grapple check: +17/+12/+7 = 15 [base] +2 [strength]
    Nanchaku [1d6 crit x2, 2 lb., light, bludgeoning]
    Sai [1d4, crit x2, range incr 10 ft., 1 lb., light, bludgeoning]

    Feats:
    Acrobatic
    Agile
    Alertness
    Athletic
    Blind-fight
    Deft Hands
    Lightning Reflexes
    Nimble Fingers
    Skill Focus (Disguise)
    Hear the Unseen
    Quick Reconnoiter

    Traits:
    Appraise Int 1 = +1
    Balance Dex* 20 = +6 +10 +2 [tumble] +2 [agile]
    Bluff Cha 10 = +0 +10
    Climb Str* 20 = +2 +10 +2 [athletic] +6 [ninja]
    Concentration Con 34 = +3 +31
    Craft_1 Int 1 = +1
    Craft_2 Int 1 = +1
    Craft_3 Int 1 = +1
    Diplomacy Cha 4 = +0 +2 [bluff] +2 [sense motive]
    Disable Device Int 37 = +1 +31 +2 [nimble fingers] +3 [skill focus]
    Disguise Cha 10 = +0 +10
    Escape Artist Dex* 18 = +6 +10 +2 [agile]
    Forgery Int 1 = +1
    Gather Information Cha 10 = +0 +10
    Heal Wis 0 = +0
    Hide Dex* 16 = +6 +10
    Intimidate Cha 2 = +0 +2 [bluff]
    Jump Str* 22 = +2 +10 +2 [tumble] +2 [acrobatic] +6 [ninja]
    Listen Wis 12 = +0 +10 +2 [alertness]
    Move Silently Dex* 16 = +6 +10
    Open Lock Dex 39 = +6 +31 +2 [nimble fingers]
    Perform_1 Cha 0 = +0
    Perform_2 Cha 0 = +0
    Perform_3 Cha 0 = +0
    Perform_4 Cha 0 = +0
    Perform_5 Cha 0 = +0
    Ride Dex 6 = +6
    Search Int 11 = +1 +10
    Sense Motive Wis 15 = +0 +15
    Sleight of Hand Dex* 20 = +6 +10 +2 [bluff] +2 [deft hands]
    Spot Wis 12 = +0 +10 +2 [alertness]
    Survival Wis 0 = +0
    Swim Str** 4 = +2 +2 [athletic]
    Tumble Dex* 26 = +6 +10 +2 [jump] +2 [acrobatic] +6 [ninja]
    Use Rope Dex 8 = +6 +2 [deft hands]
    * = check penalty for wearing armor
    Bluff >=5 ranks gives +2 on disguise checks to act in character.
    Escape Artist >=5 ranks gives +2 on use rope checks for bindings.
    Search >=5 ranks gives +2 on survival checks while tracking.

    Ninja:
    Core class from "Complete Adventurer"
    Level 1: Ki power, sudden strike +1d6, trapfinding
    Level 2: Ghost step (invsible)
    Level 3: Sudden strike +2d6
    Level 4: Great leap
    Level 5: Sudden strike +3d6
    Level 6: Acrobatics +2, ki dodge
    Level 7: Sudden strike +4d6
    Level 8: Ghost strike
    Level 9: Sudden strike +5d6, improved poison use
    Level 10: Ghost step (ethereal)
    Level 11: Sudden strike +6d6
    Level 12: Acrobatics +4, evasion
    Level 13: Sudden strike +7d6
    Level 14: Ghost mind
    Level 15: Sudden strike +8d6
    Level 16: Ghost sight
    Level 17: Sudden strike +9d6
    Level 18: Acrobatics +6, greater ki dodge
    Level 19: Sudden strike +10d6
    Level 20: Ghost walk

    It is believed that the clan Yong are in the wastelands or possibly Xizhong.

    =====================================================================

    Lord Shin

    Male Human Sword Saint 28 Lawful Neutral

    Strength 18 (+4)
    Dexterity 16 (+3)
    Constitution 22 (+6)
    Intelligence 13 (+1)
    Wisdom 13 (+1)
    Charisma 8 (-1)

    Height: 6' 4"
    Weight: 270 lb
    Skin: Yellow
    Eyes: Black
    Hair: Gray; Straight; Light Beard

    Total Hit Points: 327

    Speed: 30 feet

    Initiative modifier: +3 = +3 [dexterity]
    Fortitude save: +18 = 12 [base] +6 [constitution]
    Reflex save: +11 = 6 [base] +3 [dexterity] +2 [lightning reflexes]
    Will save: +7 = 6 [base] +1 [wisdom]
    Attack (handheld): +24/+19/+14/+9 = 20 [base] +4 [strength]
    Attack (unarmed): +24/+19/+14/+9 = 20 [base] +4 [strength]
    Attack (missile): +23/+18/+13/+8 = 20 [base] +3 [dexterity]
    Grapple check: +24/+19/+14/+9 = 20 [base] +4 [strength]
    Short Sword [1d6, crit 19-20/x2, 1 lb, light, piercing]
    Bastard Sword [1d10, crit 19-20/x2, 6 lb., one-handed, slashing]

    Feats:
    Blind-fight
    Dodge
    Mobility
    Spring Attack
    Leadership
    Lightning Reflexes
    Power Attack
    Cleave
    Great Cleave
    Improved Bull Rush
    Improved Sunder

    Traits:
    Appraise Int 1 = +1
    Balance Dex* 3 = +3
    Bluff Cha -1 = -1
    Climb Str* 4 = +4
    Concentration Con 37 = +6 +31
    Craft_1 Int 1 = +1
    Craft_2 Int 1 = +1
    Craft_3 Int 1 = +1
    Diplomacy Cha 32 = -1 +31 +2 [sense motive]
    Disguise Cha -1 = -1
    Escape Artist Dex* 3 = +3
    Forgery Int 1 = +1
    Gather Information Cha -1 = -1
    Heal Wis 1 = +1
    Hide Dex* 3 = +3
    Intimidate Cha 30 = -1 +31
    Jump Str* 4 = +4
    Listen Wis 1 = +1
    Move Silently Dex* 3 = +3
    Perform_1 Cha -1 = -1
    Perform_2 Cha -1 = -1
    Perform_3 Cha -1 = -1
    Perform_4 Cha -1 = -1
    Perform_5 Cha -1 = -1
    Ride Dex 3 = +3
    Search Int 1 = +1
    Sense Motive Wis 32 = +1 +31
    Spot Wis 1 = +1
    Survival Wis 1 = +1
    Swim Str** 4 = +4
    Use Rope Dex 3 = +3
    * = check penalty for wearing armor

    Sword Saint:
    Free proficiency with bastard sword
    Use bastard sword and shortsword as if you have two-weapon fighting feat (level 2)
    Use bastard sword or shortsword as if you have quick draw feat (level 5)
    Improved initiative (level 8)
    Use bastard sword and shortsword as if you have improved two-weapon fighting feat (level 11)
    Use bastard sword and shortsword as if you have greater two-weapon fighting feat (level 16)
    Ki smite (add charisma bonus to damage)(levels 3, 7, 12, 16)
    Staredown (+4 to intimidate / demoralize) (level 6)
    Mass staredown (intimidate / demoralize all in 30 feet, standard action) (level 10)
    Improved staredown (intimidate / demoralize all in 30 feet, move action) (level 14)
    Frightful presence (all in 30 feet save vs DC20+char mod or panicked) (level 20)

    =====================================================================


    Ryu Isuel

    Male Human Spirit Shaman 24 Neutral Good

    Strength 14 (+2)
    Dexterity 17 (+3)
    Constitution 15 (+2)
    Intelligence 14 (+2)
    Wisdom 23 (+6)
    Charisma 10 (+0)

    Height: 5' 10"
    Weight: 200 lb
    Skin: Yellow
    Eyes: Light Brown
    Hair: Dark Brown; Straight; Average Beard

    Total Hit Points: 160

    Speed: 30 feet

    Initiative modifier: +7 = +3 [dexterity] +4 [improved initiative]
    Fortitude save: +14 = 12 [base] +2 [constitution]
    Reflex save: +11 = 6 [base] +3 [dexterity] +2 [lightning reflexes]
    Will save: +18 = 12 [base] +6 [wisdom]
    Attack (handheld): +17/+12/+7 = 15 [base] +2 [strength]
    Attack (unarmed): +17/+12/+7 = 15 [base] +2 [strength]
    Attack (missile): +18/+13/+8 = 15 [base] +3 [dexterity]
    Grapple check: +17/+12/+7 = 15 [base] +2 [strength]
    Kama [1d6, crit x2, 2 lb., light, slashing]
    Nanchaku [1d6 crit x2, 2 lb., light, bludgeoning]

    Feats:
    Blind-fight
    Combat Casting
    Improved Initiative
    Leadership
    Lightning Reflexes
    Subduing Strike
    Holy Subdual
    Consecrate Spell
    Spell Penetration
    Greater Spell Penetration

    Traits:
    Appraise Int 2 = +2
    Balance Dex* 3 = +3
    Bluff Cha 0 = +0
    Climb Str* 2 = +2
    Concentration Con 29 = +2 +27
    Craft_1 Int 2 = +2
    Craft_2 Int 2 = +2
    Craft_3 Int 2 = +2
    Diplomacy Cha 27 = +0 +27
    Disguise Cha 0 = +0
    Escape Artist Dex* 3 = +3
    Forgery Int 2 = +2
    Gather Information Cha 2 = +0 +2 [know local]
    Handle Animal Cha 10 = +0 +10
    Heal Wis 33 = +6 +27
    Hide Dex* 3 = +3
    Intimidate Cha 0 = +0
    Jump Str* 2 = +2
    Knowledge (geography) Int 12 = +2 +10
    Knowledge (history) Int 12 = +2 +10
    Knowledge (local) Int 12 = +2 +10
    Knowledge (nature) Int 14 = +2 +10 +2 [survival]
    Listen Wis 16 = +6 +10
    Move Silently Dex* 3 = +3
    Perform_1 Cha 0 = +0
    Perform_2 Cha 0 = +0
    Perform_3 Cha 0 = +0
    Perform_4 Cha 0 = +0
    Perform_5 Cha 0 = +0
    Ride Dex 5 = +3 +2 [handle animal]
    Search Int 2 = +2
    Sense Motive Wis 6 = +6
    Spellcraft Int 29 = +2 +27
    Spot Wis 16 = +6 +10
    Survival Wis 16 = +6 +10
    Swim Str** 3 = +2 +1
    Use Rope Dex 3 = +3
    * = check penalty for wearing armor
    Know Geography >=5 ranks gives +2 on checks to avoid getting lost or into hazards.
    Know Nature >=5 ranks gives +2 on survival checks above ground.

    Zero-level Spirit Shaman spells: 6 per day
    First-level Spirit Shaman spells: 8 (6+2) per day
    Second-level Spirit Shaman spells: 8 (6+2) per day
    Third-level Spirit Shaman spells: 7 (6+1) per day
    Fourth-level Spirit Shaman spells: 7 (6+1) per day
    Fifth-level Spirit Shaman spells: 7 (6+1) per day
    Sixth-level Spirit Shaman spells: 7 (6+1) per day
    Seventh-level Spirit Shaman spells: 6 per day
    Eighth-level Spirit Shaman spells: 6 per day
    Ninth-level Spirit Shaman spells: 5 per day

    Ryu is the last survivor of his clan and is thinking how best to gain revenge on the Yong clan.

    =====================================================================

    Lady Jung

    Female Human Druid 32 True Neutral

    Strength 13 (+1)
    Dexterity 14 (+2)
    Constitution 15 (+2)
    Intelligence 14 (+2)
    Wisdom 25 (+7)
    Charisma 7 (-2)

    Height: 5' 5"
    Weight: 155 lb
    Skin: Yellow
    Eyes: Dark Brown
    Hair: Black; Wavy

    Total Hit Points: 212

    Speed: 30 feet

    Initiative modifier: +6 = +2 [dexterity] +4 [improved initiative]
    Fortitude save: +14 = 12 [base] +2 [constitution]
    Reflex save: +10 = 6 [base] +2 [dexterity] +2 [lightning reflexes]
    Will save: +19 = 12 [base] +7 [wisdom]
    Attack (handheld): +16/+11/+6 = 15 [base] +1 [strength]
    Attack (unarmed): +16/+11/+6 = 15 [base] +1 [strength]
    Attack (missile): +17/+12/+7 = 15 [base] +2 [dexterity]
    Grapple check: +16/+11/+6 = 15 [base] +1 [strength]
    Sickle [1d6, crit x2, 2 lb, light, slashing]
    Scimitar [1d6, crit 18-20/x2, 4 lb, one-handed, slashing]
    Repeating Light Crossbow [1d8, 19-20/x2, range incr 80 ft., 6 lb., piercing]

    Feats:
    Blind-fight
    Combat Casting
    Exotic Weapon Proficiency Repeating Light Crossbow
    Improved Initiative
    Leadership
    Lightning Reflexes
    Natural Spell
    Point Blank Shot
    Precise Shot
    Rapid Shot
    Rapid Reload
    Improved Elemental Wild Shape
    Danger Sense
    Spell Penetration
    Greater Spell Penetration

    Traits:
    Skill Name Key
    Ability Skill
    Modifier Ability
    Modifier Ranks Misc.
    Modifier
    Appraise Int 2 = +2
    Balance Dex* 2 = +2
    Bluff Cha -2 = -2
    Climb Str* 1 = +1
    Concentration Con 37 = +2 +35
    Craft_1 Int 2 = +2
    Craft_2 Int 2 = +2
    Craft_3 Int 2 = +2
    Diplomacy Cha 33 = -2 +35
    Disguise Cha -2 = -2
    Escape Artist Dex* 2 = +2
    Forgery Int 2 = +2
    Gather Information Cha -2 = -2
    Handle Animal Cha 18 = -2 +20
    Heal Wis 42 = +7 +35
    Hide Dex* 2 = +2
    Intimidate Cha -2 = -2
    Jump Str* 1 = +1
    Knowledge (nature) Int 41 = +2 +35 +2 [druid] +2 [survival]
    Listen Wis 17 = +7 +10
    Move Silently Dex* 2 = +2
    Perform_1 Cha -2 = -2
    Perform_2 Cha -2 = -2
    Perform_3 Cha -2 = -2
    Perform_4 Cha -2 = -2
    Perform_5 Cha -2 = -2
    Ride Dex 14 = +2 +10 +2 [handle animal]
    Search Int 2 = +2
    Sense Motive Wis 7 = +7
    Spellcraft Int 37 = +2 +35
    Spot Wis 17 = +7 +10
    Survival Wis 19 = +7 +10 +2 [druid]
    Swim Str** 11 = +1 +10
    Use Rope Dex 2 = +2
    * = check penalty for wearing armor
    Handle Animal >=5 ranks gives +2 on wild empathy checks.
    Know Nature >=5 ranks gives +2 on survival checks above ground.

    Zero-level Druid spells: 6 per day
    First-level Druid spells: 7 (5+2) per day
    Second-level Druid spells: 7 (5+2) per day
    Third-level Druid spells: 7 (5+2) per day
    Fourth-level Druid spells: 6 (5+1) per day
    Fifth-level Druid spells: 6 (5+1) per day
    Sixth-level Druid spells: 5 (4+1) per day
    Seventh-level Druid spells: 5 (4+1) per day
    Eighth-level Druid spells: 4 per day
    Ninth-level Druid spells: 4 per day

    Druid:
    Spontaneous Casting (summon nature's ally)
    Animal Companion
    Wild Empathy
    +2 on Knowledge (nature) and Survival (already included)
    Woodland Stride (level 2)
    Trackless Step (level 3)
    Resist Nature's Lure (level 4)
    Wild Shape (level 5)
    Venom Immunity (level 9)
    A Thousand Faces (level 13)
    Timeless Body (level 15)
    High wisdom gains bonus spells daily

    Animal Companion: Tiger
    Large Animal
    Hit dice 18d8+54 (135 hit points)
    Initiative +5 (Dex)
    Speed 40 feet
    AC: 29 ( -1 large +5 Dex +15 natural)
    Attacks: 2 claws +21 melee; Bite +19 melee;
    Damage 1d8+9 (claw); 2d6+4 (bite);
    Special Attacks: Pounce (may make full attack on pouncing); improve grab; if pouncing or holding, rake at full attack bonus, damage 1d8 + half strength bonus_
    Saves: Fort +14; Ref +16; Will +7
    Abilities: Str 29, Dex 21, Con 17, Int 2, Wis 12, Cha 6
    Skills: Balance +9; Hide +8; Listen +3; Move Silently +12; Spot +3; Swim +14;
    The animal is entitled to distribute an additional 12 skill points.
    The animal is entitled to three additional feats.
    Link, share spells
    Evasion
    Devotion
    Multiattack (or a second primary attack at -5, as applicable)
    Improved Evasion
    Bonus tricks: 7

    =====================================================================

    Empress Kyung-Soon

    Female Human Urban Ranger 32 Neutral Good

    Strength 12 (+1)
    Dexterity 14 (+2)
    Constitution 25 (+7)
    Intelligence 11 (+0)
    Wisdom 15 (+2)
    Charisma 10 (+0)

    Height: 5' 4"
    Weight: 140 lb
    Skin: Yellow
    Eyes: Green
    Hair: Light Brown; Wavy

    Total Hit Points: 372

    Speed: 30 feet

    Initiative modifier: +6 = +2 [dexterity] +4 [improved initiative]
    Fortitude save: +21 = 12 [base] +7 [constitution] +2 [great fortitude]
    Reflex save: +16 = 12 [base] +2 [dexterity] +2 [lightning reflexes]
    Will save: +10 = 6 [base] +2 [wisdom] +2 [iron will]
    Attack (handheld): +21/+16/+11/+6 = 20 [base] +1 [strength]
    Attack (unarmed): +21/+16/+11/+6 = 20 [base] +1 [strength]
    Attack (missile): +22/+17/+12/+7 = 20 [base] +2 [dexterity]
    Grapple check: +21/+16/+11/+6 = 20 [base] +1 [strength]
    Short Sword [1d6, crit 19-20/x2, 1 lb, light, piercing]
    Longsword [1d8, crit 19-20/x2 4 lb, one-handed, slashing]

    Feats:
    Agile
    Alertness
    Animal Affinity
    Athletic
    Blind-fight
    Endurance [free to rangers]
    Great Fortitude
    Improved Initiative
    Iron Will
    Leadership
    Lightning Reflexes
    Negotiator
    Persuasive
    Quick Draw
    Rapid Reload
    Self-Sufficient
    Stealthy
    Urban Tracking [free to urban rangers]
    Two-Weapon Fighting [ranger two-weapon track]
    Improved Two-Weapon Fighting [ranger two-weapon track]
    Greater Two-Weapon Fighting [ranger two-weapon track]

    Traits:
    Appraise Int 0 = +0
    Balance Dex* 4 = +2 +2 [agile]
    Bluff Cha 2 = +0 +2 [persuasive]
    Climb Str* 13 = +1 +10 +2 [athletic]
    Concentration Con 42 = +7 +35
    Craft_1 Int 0 = +0
    Craft_2 Int 0 = +0
    Craft_3 Int 0 = +0
    Diplomacy Cha 2 = +0 +2 [negotiator]
    Disguise Cha 0 = +0
    Escape Artist Dex* 4 = +2 +2 [agile]
    Forgery Int 0 = +0
    Gather Information Cha 0 = +0
    Handle Animal Cha 12 = +0 +10 +2 [animal affinity]
    Heal Wis 24 = +2 +20 +2 [self-sufficient]
    Hide Dex* 14 = +2 +10 +2 [stealthy]
    Intimidate Cha 2 = +0 +2 [persuasive]
    Jump Str* 11 = +1 +10
    Knowledge (geography) Int 10 = +0 +10
    Knowledge (planes) Int 20 = +0 +20
    Listen Wis 14 = +2 +10 +2 [alertness]
    Move Silently Dex* 34 = +2 +30 +2 [stealthy]
    Perform_1 Cha 0 = +0
    Perform_2 Cha 0 = +0
    Perform_3 Cha 0 = +0
    Perform_4 Cha 0 = +0
    Perform_5 Cha 0 = +0
    Ride Dex 16 = +2 +10 +2 [handle animal] +2 [animal affinity]
    Search Int 20 = +0 +20
    Sense Motive Wis 4 = +2 +2 [negotiator]
    Spot Wis 14 = +2 +10 +2 [alertness]
    Survival Wis 24 = +2 +20 +2 [self-sufficient]
    Swim Str** 13 = +1 +10 +2 [athletic]
    Use Rope Dex 12 = +2 +10
    * = check penalty for wearing armor
    Handle Animal >=5 ranks gives +2 on wild empathy checks.
    Know Geography >=5 ranks gives +2 on checks to avoid getting lost or into hazards.
    Know Planes >=5 ranks gives +2 on survival checks on other planes.
    Search >=5 ranks gives +2 on survival checks while tracking.
    Use Rope >=5 ranks gives +2 on climb checks involving ropes.
    Use Rope >=5 ranks gives +2 on escape artist checks involving ropes.

    First-level Ranger spells: 4 (3+1) per day
    Second-level Ranger spells: 4 (3+1) per day
    Third-level Ranger spells: 3 per day
    Fourth-level Ranger spells: 3 per day

    Urban Ranger:
    Favored enemies
    Urban Tracking as bonus feat (already included)
    Combat Style
    Endurance
    Wild empathy (roll level/2 + charisma bonus)
    Endurance (level 3)
    Animal Companion (level 4)
    Swift Urban Tracker (level 8)
    Evasion (level 9)
    Hide in Plain Sight (level 17)
    High wisdom gains bonus spells daily
    Urban rangers have modified spell choice
    Favored Enemies:
    Aberrations +14
    Dragons +2
    Elementals +2
    Humanoids (reptilian) +2
    Magical Beasts +2
    Monstrous Humanoids +2
    Undead +2
    This ranger chose the two-weapon combat track.

    Animal Companion: Lion
    Large Animal
    Hit dice 11d8+22 (71 hit points)
    Initiative +5 (Dex)
    Speed 40 feet
    AC: 23 ( -1 large +5 Dex +9 natural)
    Attacks: 2 claws +14 melee; Bite +12 melee;
    Damage 1d4+7 (claw); 1d8+3 (bite);
    Special Attacks: Pounce; improved grab; rake (1d6 + half strength bonus)
    Special Qualities: Scent
    Saves: Fort +9; Ref +12; Will +4
    Abilities: Str 24, Dex 20, Con 15, Int 2, Wis 12, Cha 6
    Skills: Balance +9; Hide +6; Jump +7; Listen +5; Move Silently +13; Spot +5;
    The animal is entitled to distribute an additional 6 skill points.
    The animal is entitled to one additional feat.
    Link, share spells
    Evasion
    Devotion
    Multiattack (or a second primary attack at -5, as applicable)
    Bonus tricks: 4

    =====================================================================

    Lord Young


    Male Human Swashbuckler 28 Neutral Good

    Strength 13 (+1)
    Dexterity 20 (+5)
    Constitution 14 (+2)
    Intelligence 14 (+2)
    Wisdom 11 (+0)
    Charisma 18 (+4)

    Height: 5' 1"
    Weight: 175 lb
    Skin: Tan
    Eyes: Dark Brown
    Hair: Dark Brown; Straight; Average Beard

    Total Hit Points: 215

    Speed: 30 feet

    Initiative modifier: +9 = +5 [dexterity] +4 [improved initiative]
    Fortitude save: +16 = 12 [base] +2 [constitution] +2 [great fortitude]
    Reflex save: +16 = 6 [base] +5 [dexterity] +2 [lightning reflexes] +1 [swashbuckler]
    Will save: +8 = 6 [base] +2 [iron will]
    Attack (handheld): +21/+16/+11/+6 = 20 [base] +1 [strength]
    Weapon Finesse: +25/+20/+15/+10 = 20 [base] +5 [dexterity]
    Attack (unarmed): +21/+16/+11/+6 = 20 [base] +1 [strength]
    Attack (missile): +25/+20/+15/+10 = 20 [base] +5 [dexterity]
    Grapple check: +21/+16/+11/+6 = 20 [base] +1 [strength]
    Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]
    Rapier [1d6, crit 18-20/x2, 2 lb., one-handed, piercing]

    Feats:
    Acrobatic
    Agile
    Alertness
    Athletic
    Blind-fight
    Great Fortitude
    Improved Initiative
    Iron Will
    Leadership
    Lightning Reflexes
    Persuasive
    Weapon Finesse

    Traits:
    Skill Name Key
    Ability Skill
    Modifier Ability
    Modifier Ranks Misc.
    Modifier
    Appraise Int 2 = +2
    Balance Dex* 29 = +5 +20 +2 [tumble] +2 [agile]
    Bluff Cha 26 = +4 +20 +2 [persuasive]
    Climb Str* 13 = +1 +10 +2 [athletic]
    Concentration Con 2 = +2
    Craft_1 Int 2 = +2
    Craft_2 Int 2 = +2
    Craft_3 Int 2 = +2
    Diplomacy Cha 39 = +4 +31 +2 [bluff] +2 [sense motive]
    Disguise Cha 4 = +4
    Escape Artist Dex* 32 = +5 +25 +2 [agile]
    Forgery Int 2 = +2
    Gather Information Cha 4 = +4
    Heal Wis 0 = +0
    Hide Dex* 5 = +5
    Intimidate Cha 8 = +4 +2 [bluff] +2 [persuasive]
    Jump Str* 25 = +1 +20 +2 [tumble] +2 [acrobatic]
    Listen Wis 2 = +0 +2 [alertness]
    Move Silently Dex* 5 = +5
    Perform_1 Cha 4 = +4
    Perform_2 Cha 4 = +4
    Perform_3 Cha 4 = +4
    Perform_4 Cha 4 = +4
    Perform_5 Cha 4 = +4
    Profession Wis 20 = +0 +20
    Ride Dex 5 = +5
    Search Int 2 = +2
    Sense Motive Wis 31 = +0 +31
    Spot Wis 2 = +0 +2 [alertness]
    Survival Wis 0 = +0
    Swim Str** 13 = +1 +10 +2 [athletic]
    Tumble Dex* 29 = +5 +20 +2 [jump] +2 [acrobatic]
    Use Rope Dex 15 = +5 +10
    * = check penalty for wearing armor
    Bluff >=5 ranks gives +2 on disguise checks to act in character.
    Escape Artist >=5 ranks gives +2 on use rope checks for bindings.
    Use Rope >=5 ranks gives +2 on climb checks involving ropes.
    Use Rope >=5 ranks gives +2 on escape artist checks involving ropes.

    Swashbuckler:
    Free weapon finesse feat
    +1 on reflex saves (already included)(level 2)
    Insightful strike (level 3)
    Dodge bonus +1 (level 5)
    Acrobatic Charge (level 7)
    Improved Flanking (level 8)
    Dodge bonus +2 (level 10)
    Lucky (level 11)
    +2 on reflex saves (already included)(level 11)
    Acrobatic Skill Mastery (level 13)
    Weakening Critical (level 14)
    Dodge bonus +3 (level 15)
    Slippery Mind (level 17)
    Dodge bonus +4 (level 20)
    +3 on reflex saves (already included)(level 20)

    [ May 18, 2006, 15:33: Message edited by: DarkStrider ]
     
  4. DarkStrider

    DarkStrider I've seen the future and it has seen me Distinguished Member

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    Cheng Hu

    Female Human Druid 12 True Neutral

    Strength 14 (+2)
    Dexterity 16 (+3)
    Constitution 17 (+3)
    Intelligence 11 (+0)
    Wisdom 20 (+5)
    Charisma 9 (-1)

    Height: 6' 0"
    Weight: 175 lb
    Skin: Yellow
    Eyes: Hazel
    Hair: Dark Brown; Curly

    Total Hit Points: 94

    Speed: 30 feet

    Initiative modifier: +7 = +3 [dexterity] +4 [improved initiative]
    Fortitude save: +11 = 8 [base] +3 [constitution]
    Reflex save: +9 = 4 [base] +3 [dexterity] +2 [lightning reflexes]
    Will save: +13 = 8 [base] +5 [wisdom]
    Attack (handheld): +11/+6 = 9 [base] +2 [strength]
    Attack (unarmed): +11/+6 = 9 [base] +2 [strength]
    Attack (missile): +12/+7 = 9 [base] +3 [dexterity]
    Grapple check: +11/+6 = 9 [base] +2 [strength]

    Spear [1d8, crit x3, range incr 20 ft., 6 lb., two-handed, piercing]
    Scimitar [1d6, crit 18-20/x2, 4 lb, one-handed, slashing]

    Feats:
    Blind-fight
    Combat Casting
    Improved Initiative
    Lightning Reflexes
    Negotiator
    Spell Penetration

    Traits:
    Appraise Int 0 = +0
    Balance Dex* 3 = +3
    Bluff Cha -1 = -1
    Climb Str* 2 = +2
    Concentration Con 13 = +3 +10
    Craft_1 Int 0 = +0
    Craft_2 Int 0 = +0
    Craft_3 Int 0 = +0
    Diplomacy Cha 16 = -1 +15 +2 [negotiator]
    Disguise Cha -1 = -1
    Escape Artist Dex* 3 = +3
    Forgery Int 0 = +0
    Gather Information Cha -1 = -1
    Handle Animal Cha 4 = -1 +5
    Heal Wis 10 = +5 +5
    Hide Dex* 3 = +3
    Intimidate Cha -1 = -1
    Jump Str* 2 = +2
    Knowledge (nature) Int 19 = +0 +15 +2 [druid] +2 [survival]
    Listen Wis 15 = +5 +10
    Move Silently Dex* 3 = +3
    Perform_1 Cha -1 = -1
    Perform_2 Cha -1 = -1
    Perform_3 Cha -1 = -1
    Perform_4 Cha -1 = -1
    Perform_5 Cha -1 = -1
    Ride Dex 5 = +3 +2 [handle animal]
    Search Int 0 = +0
    Sense Motive Wis 7 = +5 +2 [negotiator]
    Spellcraft Int 5 = +0 +5
    Spot Wis 10 = +5 +5
    Survival Wis 12 = +5 +5 +2 [druid]
    Swim Str** 2 = +2
    Use Rope Dex 3 = +3
    * = check penalty for wearing armour
    Handle Animal >=5 ranks gives +2 on wild empathy checks.
    Know Nature >=5 ranks gives +2 on survival checks above ground.

    Zero-level Druid spells: 6 per day
    First-level Druid spells: 7 (5+2) per day
    Second-level Druid spells: 5 (4+1) per day
    Third-level Druid spells: 5 (4+1) per day
    Fourth-level Druid spells: 4 (3+1) per day
    Fifth-level Druid spells: 4 (3+1) per day
    Sixth-level Druid spells: 2 per day

    Druid:
    Spontaneous Casting (summon nature's ally)
    Animal Companion
    Wild Empathy
    +2 on Knowledge (nature) and Survival (already included)
    Woodland Stride (level 2)
    Trackless Step (level 3)
    Resist Nature's Lure (level 4)
    Wild Shape (level 5)
    Venom Immunity (level 9)
    A Thousand Faces (level 13)
    Timeless Body (level 15)
    High wisdom gains bonus spells daily

    Cheng Hu's Equipment:
    Leather Armour +3
    Mithril Heavy Shield +2
    Spear +3
    Scimitar +2
    Amulet of natural armour +2

    Animal Companion: Wolf
    Medium-Size Animal
    Hit dice 8d8+16 (52 hit points)
    Initiative +4 (Dex)
    Speed 50 feet
    AC: 22 ( +4 Dex +8 natural)
    Attacks: Bite +10 melee (Weapon Finesse);
    Damage 1d6+4 (bite);
    Special Qualities: Scent
    Saves: Fort +8; Ref +10; Will +3
    Abilities: Str 16, Dex 18, Con 15, Int 2, Wis 12, Cha 6
    Skills: Hide +5; Listen +6; Move Silently +6; Spot +4; Survival +1;
    The animal is entitled to distribute an additional 6 skill points.
    Feats: Weapon Finesse (Bite)
    The animal is entitled to one additional feat.
    Link, share spells
    Evasion
    Devotion
    Multiattack (or a second primary attack at -5, as applicable)
    Bonus tricks: 4

    More about Cheng Hu:
    She is the youngest daughter of Cheng Mei, a rising star in the druid ranks and a confidante of her father, whom she loves very much and is very protective of.
     
  5. DarkStrider

    DarkStrider I've seen the future and it has seen me Distinguished Member

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    Bheretsu

    Male Vanara Spirit Shaman 20 Chaotic Good

    Strength 8 (-1)
    Dexterity 16 (+3)
    Constitution 11 (+0)
    Intelligence 19 (+4)
    Wisdom 24 (+7)
    Charisma 11 (+0)

    Height: 5' 1"
    Weight: 100 lb
    Eyes: Hazel
    Hair: Gray (fur)

    Total Hit Points: 94

    Speed: 30 feet

    Initiative modifier: +7 = +3 [dexterity] +4 [improved initiative]
    Fortitude save: +12 = 12 [base]
    Reflex save: +9 = 6 [base] +3 [dexterity]
    Will save: +21 = 12 [base] +7 [wisdom] +2 [iron will]
    Attack (handheld): +14/+9/+4 = 15 [base] -1 [strength]
    Attack (unarmed): +14/+9/+4 = 15 [base] -1 [strength]
    Attack (missile): +18/+13/+8 = 15 [base] +3 [dexterity]
    Grapple check: +14/+9/+4 = 15 [base] -1 [strength]

    Languages: Common Spiritfolk Vanara Giant Goblin Sylvan

    Feats:
    Improved Initiative
    Iron Will
    Leadership
    Negotiator
    Persuasive
    Spell Penetration
    Greater Spell Penetration

    Traits:
    Appraise Int 4 = +4
    Balance Dex* 7 = +3 +4 [vanara]
    Bluff Cha 2 = +0 +2 [persuasive]
    Climb Str* -1 = -1
    Concentration Con 23 = +0 +23
    Craft_1 Int 4 = +4
    Craft_2 Int 4 = +4
    Craft_3 Int 4 = +4
    Diplomacy Cha 25 = +0 +23 +2 [negotiator]
    Disguise Cha 0 = +0
    Escape Artist Dex* 3 = +3
    Forgery Int 4 = +4
    Gather Information Cha 2 = +0 +2 [know local]
    Heal Wis 22 = +7 +15
    Hide Dex* 5 = +3 +2 [vanara]
    Intimidate Cha 2 = +0 +2 [persuasive]
    Jump Str* 3 = -1 +4 [vanara]
    Knowledge (geography) Int 19 = +4 +15
    Knowledge (history) Int 19 = +4 +15
    Knowledge (local) Int 19 = +4 +15
    Knowledge (nature) Int 21 = +4 +15 +2 [survival]
    Listen Wis 17 = +7 +10
    Move Silently Dex* 5 = +3 +2 [vanara]
    Perform_1 Cha 0 = +0
    Perform_2 Cha 0 = +0
    Perform_3 Cha 0 = +0
    Perform_4 Cha 0 = +0
    Perform_5 Cha 0 = +0
    Ride Dex 13 = +3 +10
    Search Int 4 = +4
    Sense Motive Wis 9 = +7 +2 [negotiator]
    Spellcraft Int 27 = +4 +23
    Spot Wis 17 = +7 +10
    Survival Wis 17 = +7 +10
    Swim Str** -1 = -1
    Use Rope Dex 3 = +3
    * = Check penalty for wearing armour
    Know Geography >=5 ranks gives +2 on checks to avoid getting lost or into hazards.
    Know Nature >=5 ranks gives +2 on survival checks above ground.

    Zero-level Spirit Shaman spells: 6 per day
    First-level Spirit Shaman spells: 8 (6+2) per day
    Second-level Spirit Shaman spells: 8 (6+2) per day
    Third-level Spirit Shaman spells: 8 (6+2) per day
    Fourth-level Spirit Shaman spells: 7 (6+1) per day
    Fifth-level Spirit Shaman spells: 7 (6+1) per day
    Sixth-level Spirit Shaman spells: 7 (6+1) per day
    Seventh-level Spirit Shaman spells: 7 (6+1) per day
    Eighth-level Spirit Shaman spells: 6 per day
    Ninth-level Spirit Shaman spells: 5 per day


    Bheretsu is the leader of the Vanara village and their most powerful shaman; he is a kind and benevolent leader.

    ==============================================================

    Ansu

    Male Vanara Fighter 10 Chaotic Good

    Strength 15 (+2)
    Dexterity 13 (+1)
    Constitution 17 (+3)
    Intelligence 13 (+1)
    Wisdom 8 (-1)
    Charisma 11 (+0)

    Height: 5' 0"
    Weight: 125 lb
    Eyes: Blue
    Hair: Dark Brown (fur)

    Total Hit Points: 90
    Speed: 30 feet

    Initiative modifier: +5 = +1 [dexterity] +4 [improved initiative]
    Fortitude save: +10 = 7 [base] +3 [constitution]
    Reflex save: +4 = 3 [base] +1 [dexterity]
    Will save: +2 = 3 [base] -1 [wisdom]
    Attack (handheld): +12/+7 = 10 [base] +2 [strength]
    Attack (unarmed): +12/+7 = 10 [base] +2 [strength]
    Attack (missile): +11/+6 = 10 [base] +1 [dexterity]
    Grapple check: +12/+7 = 10 [base] +2 [strength]

    Languages: Common Spiritfolk Vanara

    Kukri [1d4, crit 18-20/x2, 2 lb., light, slashing]

    Feats:
    Blind-fight
    Combat Expertise
    Improved Disarm
    Whirlwind Attack
    Combat Reflexes
    Dodge
    Mobility
    Spring Attack
    Improved Initiative
    Quick Draw

    Traits:
    Appraise Int 1 = +1
    Balance Dex* 5 = +1 +4 [vamara]
    Bluff Cha 0 = +0
    Climb Str* 7 = +2 +5
    Concentration Con 3 = +3
    Craft_1 Int 1 = +1
    Craft_2 Int 1 = +1
    Craft_3 Int 1 = +1
    Diplomacy Cha 0 = +0
    Disguise Cha 0 = +0
    Escape Artist Dex* 1 = +1
    Forgery Int 1 = +1
    Gather Information Cha 0 = +0
    Handle Animal Cha 6 = +0 +6
    Heal Wis -1 = -1
    Hide Dex* 3 = +1 +2 [vamara]
    Intimidate Cha 13 = +0 +13
    Jump Str* 11 = +2 +5 +4 [vamara]
    Listen Wis -1 = -1
    Move Silently Dex* 3 = +1 +2 [vamara]
    Perform_1 Cha 0 = +0
    Perform_2 Cha 0 = +0
    Perform_3 Cha 0 = +0
    Perform_4 Cha 0 = +0
    Perform_5 Cha 0 = +0
    Ride Dex 8 = +1 +5 +2 [handle animal]
    Search Int 1 = +1
    Sense Motive Wis -1 = -1
    Spot Wis -1 = -1
    Survival Wis -1 = -1
    Swim Str** 7 = +2 +5
    Use Rope Dex 1 = +1
    * = check penalty for wearing armor

    Ansu is one of the fighter/defenders of the village

    =========================================================

    Khiasan

    Female Vanara Ranger 11 Chaotic Good

    Strength 11 (+0)
    Dexterity 14 (+2)
    Constitution 16 (+3)
    Intelligence 15 (+2)
    Wisdom 17 (+3)
    Charisma 10 (+0)

    Height: 4' 10"
    Weight: 100 lb
    Eyes: Green
    Hair: Light Brown (fur)

    Total Hit Points: 86

    Speed: 30 feet

    Initiative modifier: +6 = +2 [dexterity] +4 [improved initiative]
    Fortitude save: +10 = 7 [base] +3 [constitution]
    Reflex save: +9 = 7 [base] +2 [dexterity]
    Will save: +6 = 3 [base] +3 [wisdom]
    Attack (handheld): +11/+6/+1 = 11 [base]
    Attack (unarmed): +11/+6/+1 = 11 [base]
    Attack (missile): +13/+8/+3 = 11 [base] +2 [dexterity]
    Grapple check: +11/+6/+1 = 11 [base]

    Languages: Common Spiritfolk Vanara Sylvan

    Sai [1d4, crit x2, range incr 10 ft., 1 lb., light, bludgeoning]

    Feats:
    Blind-fight
    Endurance [free to rangers]
    Exotic Weapon Proficiency Sai
    Improved Initiative
    Leadership
    Track [free to rangers]
    Two-Weapon Fighting [ranger two-weapon track]
    Improved Two-Weapon Fighting [ranger two-weapon track]
    Greater Two-Weapon Fighting [ranger two-weapon track]

    Traits:
    Appraise Int 2 = +2
    Balance Dex* 6 = +2 +4 [vamara]
    Bluff Cha 0 = +0
    Climb Str* 5 = +0 +5
    Concentration Con 8 = +3 +5
    Craft_1 Int 2 = +2
    Craft_2 Int 2 = +2
    Craft_3 Int 2 = +2
    Diplomacy Cha 0 = +0
    Disguise Cha 0 = +0
    Escape Artist Dex* 2 = +2
    Forgery Int 2 = +2
    Gather Information Cha 0 = +0
    Handle Animal Cha 5 = +0 +5
    Heal Wis 8 = +3 +5
    Hide Dex* 9 = +2 +5 +2 [vamara]
    Intimidate Cha 0 = +0
    Jump Str* 4 = +0 +4 [vamara]
    Knowledge (dungeoneering) Int 10 = +2 +8
    Knowledge (geography) Int 12 = +2 +10
    Knowledge (nature) Int 18 = +2 +14 +2 [survival]
    Listen Wis 8 = +3 +5
    Move Silently Dex* 14 = +2 +10 +2 [vamara]
    Perform_1 Cha 0 = +0
    Perform_2 Cha 0 = +0
    Perform_3 Cha 0 = +0
    Perform_4 Cha 0 = +0
    Perform_5 Cha 0 = +0
    Ride Dex 9 = +2 +5 +2 [handle animal]
    Search Int 12 = +2 +10
    Sense Motive Wis 3 = +3
    Spot Wis 8 = +3 +5
    Survival Wis 13 = +3 +10
    Swim Str** 5 = +0 +5
    Use Rope Dex 7 = +2 +5
    * = check penalty for wearing armor

    Handle Animal >=5 ranks gives +2 on wild empathy checks.
    Know Dungeoneering >=5 ranks gives +2 on survival checks underground.
    Know Geography >=5 ranks gives +2 on checks to avoid getting lost or into hazards.
    Know Nature >=5 ranks gives +2 on survival checks above ground.
    Search >=5 ranks gives +2 on survival checks while tracking.
    Use Rope >=5 ranks gives +2 on climb checks involving ropes.
    Use Rope >=5 ranks gives +2 on escape artist checks involving ropes.

    First-level Ranger spells: 2 (1+1) per day
    Second-level Ranger spells: 2 (1+1) per day
    Third-level Ranger spells: 1 (0+1) per day

    Ranger:
    Favored enemies Undead +2, Humanoid (reptilian) +2, Giant +6
    Track as bonus feat (already included)
    Combat Style
    Endurance
    Wild empathy (roll level + charisma bonus)
    Endurance (level 3)
    Animal Companion (level 4)
    Woodland Stride (level 7)
    Swift Tracker (level 8)
    Evasion (level 9)
    Camouflage (level 13)
    Hide in Plain Sight (level 17)
    High wisdom gains bonus spells daily

    Animal Companion: Cheetah
    Medium-Size Animal
    Hit dice 3d8+6 (19 hit points)
    Initiative +4 (Dex)
    Speed 50 feet
    AC: 15 ( +4 Dex +1 natural)
    Attacks: Bite +6 melee (Weapon Finesse); 2 claws +1 melee (Weapon Finesse);
    Damage 1d6+3 (bite); 1d2+1 (2 claws);
    Special Attacks: Trip
    Special Qualities: Sprint
    Saves: Fort +5; Ref +7; Will +2
    Abilities: Str 16, Dex 19, Con 15, Int 2, Wis 12, Cha 6
    Skills: Hide +7; Listen +5; Move Silently +8; Spot +5;
    Feats: Weapon Finesse (Bite, Claws)
    Link, share spells
    Bonus tricks: 1


    Khiasan is Ansu’s older brother, though she normally works in the Forest, whenever her brothe leaves the village on a mission for Bheretsu, she goes with him, to make sure he doesn’t upset people with his lack of charm.

    ============================================================
     
  6. DarkStrider

    DarkStrider I've seen the future and it has seen me Distinguished Member

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    Master Ugoya

    Male Human Expert 10 Neutral Good

    Strength 16 (+3)
    Dexterity 14 (+2)
    Constitution 16 (+3)
    Intelligence 10 (+0)
    Wisdom 12 (+1)
    Charisma 9 (-1)

    Height: 5' 11"
    Weight: 230 lb
    Skin: Yellow
    Eyes: Hazel
    Hair: Dark Brown; Wavy; Light Beard

    Total Hit Points: 73

    Speed: 30 feet

    Initiative modifier: +6 = +2 [dexterity] +4 [improved initiative]
    Fortitude save: +8 = 3 [base] +3 [constitution] +2 [great fortitude]
    Reflex save: +5 = 3 [base] +2 [dexterity]
    Will save: +10 = 7 [base] +1 [wisdom] +2 [iron will]
    Attack (handheld): +10/+5 = 7 [base] +3 [strength]
    Attack (unarmed): +10/+5 = 7 [base] +3 [strength]
    Attack (missile): +9/+4 = 7 [base] +2 [dexterity]
    Grapple check: +10/+5 = 7 [base] +3 [strength]

    Feats:
    Athletic
    Great Fortitude
    Improved Initiative
    Iron Will
    Leadership

    Traits:
    Appraise Int 0 = +0
    Balance Dex* 2 = +2
    Bluff Cha -1 = -1
    Climb Str* 5 = +3 +2 [athletic]
    Concentration Con 9 = +3 +6
    Armour-smithing Int 13 = +0 +13
    Blacksmithing Int 13 = +0 +13
    Weapon-smithing Int 13 = +0 +13
    Diplomacy Cha 4 = -1 +5
    Disguise Cha -1 = -1
    Escape Artist Dex* 2 = +2
    Forgery Int 0 = +0
    Gather Information Cha 1 = -1 +2 [know local]
    Heal Wis 1 = +1
    Hide Dex* 2 = +2
    Intimidate Cha -1 = -1
    Jump Str* 3 = +3
    Knowledge (geography) Int 5 = +0 +5
    Knowledge (history) Int 5 = +0 +5
    Knowledge (local) Int 5 = +0 +5
    Listen Wis 1 = +1
    Move Silently Dex* 2 = +2
    Perform_1 Cha -1 = -1
    Perform_2 Cha -1 = -1
    Perform_3 Cha -1 = -1
    Perform_4 Cha -1 = -1
    Perform_5 Cha -1 = -1
    Ride Dex 2 = +2
    Search Int 0 = +0
    Sense Motive Wis 1 = +1
    Spot Wis 1 = +1
    Survival Wis 1 = +1
    Swim Str** 5 = +3 +2 [athletic]
    Use Rope Dex 2 = +2
    * = check penalty for wearing armour

    Armour-smithing >=5 ranks gives +2 on related appraise checks.
    Blacksmithing >=5 ranks gives +2 on related appraise checks.
    Weapon-smithing >=5 ranks gives +2 on related appraise checks.
    Know Geography >=5 ranks gives +2 on checks to avoid getting lost or into hazards.

    Master Ugoya is the chief elder of Wandering Mist village, he is also a blacksmith of some renown, and is known for his work with armour and weapons.
     
  7. DarkStrider

    DarkStrider I've seen the future and it has seen me Distinguished Member

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    Fujiko

    Male Human Commoner 6 Chaotic Neutral

    Strength 15 (+2)
    Dexterity 14 (+2)
    Constitution 16 (+3)
    Intelligence 14 (+2)
    Wisdom 9 (-1)
    Charisma 10 (+0)

    Height: 6' 0"
    Weight: 210 lb
    Skin: Yellow
    Eyes: Light Brown
    Hair: Black; Straight; Average Beard

    Total Hit Points: 33

    Speed: 30 feet

    Armor Class: 12 = 10 +2 [dexterity]
    Touch AC: 12
    Flat-footed: 10

    Initiative modifier: +2 = +2 [dexterity]
    Fortitude save: +5 = 2 [base] +3 [constitution]
    Reflex save: +4 = 2 [base] +2 [dexterity]
    Will save: +1 = 2 [base] -1 [wisdom]
    Attack (handheld): +5 = 3 [base] +2 [strength]
    Attack (unarmed): +5 = 3 [base] +2 [strength]
    Attack (missile): +5 = 3 [base] +2 [dexterity]
    Grapple check: +5 = 3 [base] +2 [strength]

    Languages: Common Hengeyokai Vanara

    Hand Axe [1d6, crit x3, crit x2., 3 lb., light, slashing]
    Kukri [1d4, crit 18-20/x2, 2 lb., light, slashing]

    Feats:
    Agile
    Alertness
    Martial Weapon Proficiency Kukri, Hand Axe
    Run

    Traits:
    Appraise Int 2 = +2
    Balance Dex* 4 = +2 +2 [agile]
    Bluff Cha 0 = +0
    Climb Str* 7 = +2 +5
    Concentration Con 3 = +3
    Fletching Int 7 = +2 +5
    Craft_2 Int 2 = +2
    Craft_3 Int 2 = +2
    Diplomacy Cha 0 = +0
    Disguise Cha 0 = +0
    Escape Artist Dex* 4 = +2 +2 [agile]
    Forgery Int 2 = +2
    Gather Information Cha 0 = +0
    Handle Animal Cha 5 = +0 +5
    Heal Wis -1 = -1
    Hide Dex* 2 = +2
    Intimidate Cha 0 = +0
    Jump Str* 7 = +2 +5
    Listen Wis 6 = -1 +5 +2 [alertness]
    Move Silently Dex* 2 = +2
    Perform_1 Cha 0 = +0
    Perform_2 Cha 0 = +0
    Perform_3 Cha 0 = +0
    Perform_4 Cha 0 = +0
    Perform_5 Cha 0 = +0
    Ride Dex 9 = +2 +5 +2 [handle animal]
    Search Int 2 = +2
    Sense Motive Wis -1 = -1
    Spot Wis 6 = -1 +5 +2 [alertness]
    Survival Wis -1 = -1
    Swim Str** 7 = +2 +5
    Use Rope Dex 7 = +2 +5
    * = check penalty for wearing armor

    Fletching >=5 ranks gives +2 on related appraise checks.
    Use Rope >=5 ranks gives +2 on climb checks involving ropes.
    Use Rope >=5 ranks gives +2 on escape artist checks involving ropes.

    Fujiko didn’t want to be a bandit, in fact he started life as a fletcher, he studied under a kind teacher, and married his teacher’s daughter. Three years ago they were blessed with a child and all seemed good for Fujiko. Then came the wasting disease and it struck his wife, father-in-law and child, he tried to keep the business going to pay for the medicines, but nothing could be done. As the money ran out he stole to pay for the medicines, but to no avail, all three died and a part of Fujiko died with them. He left his village (Setting Moon) and eventually joined the bandits. With them he drank and fixed or made arrows, but never joined them in their banditry, just drank their sake and took their jibes and insults for being drunk. He feels there is nothing left for him in life.
     
  8. DarkStrider

    DarkStrider I've seen the future and it has seen me Distinguished Member

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    Derhain

    Male Wood Elf Fighter 10 Lawful Neutral

    Strength 19 (+4)
    Dexterity 18 (+4)
    Constitution 15 (+2)
    Intelligence 13 (+1)
    Wisdom 6 (-2)
    Charisma 8 (-1)

    Height: 5' 0"
    Weight: 155 lb
    Skin: Light
    Eyes: Green
    Hair: Red; Curly; Beardless

    Total Hit Points: 100

    Speed: 30 feet

    Initiative modifier: +8 = +4 [dexterity] +4 [improved initiative]
    Fortitude save: +9 = 7 [base] +2 [constitution]
    Reflex save: +7 = 3 [base] +4 [dexterity]
    Will save: +1 = 3 [base] -2 [wisdom]
    Attack (handheld): +14/+9 = 10 [base] +4 [strength]
    Attack (unarmed): +14/+9 = 10 [base] +4 [strength]
    Attack (missile): +14/+9 = 10 [base] +4 [dexterity]
    Grapple check: +14/+9 = 10 [base] +4 [strength]

    Languages: Common Elven Sylvan

    Short Sword [1d6, crit 19-20/x2, 1 lb, light, piercing]
    Longsword [1d8, crit 19-20/x2 4 lb, one-handed, slashing]

    Feats:
    Blind-fight
    Combat Reflexes
    Improved Initiative
    Two-Weapon Fighting
    Two-Weapon Defense
    Improved Two-Weapon Fighting
    Weapon Focus x2 Longsword, Shortsword
    Greater Weapon Focus x2 Longsword, Shortsword

    Traits:
    Appraise Int 1 = +1
    Balance Dex* 4 = +4
    Bluff Cha -1 = -1
    Climb Str* 9 = +4 +5
    Concentration Con 2 = +2
    Craft_1 Int 1 = +1
    Craft_2 Int 1 = +1
    Craft_3 Int 1 = +1
    Diplomacy Cha -1 = -1
    Disguise Cha -1 = -1
    Escape Artist Dex* 4 = +4
    Forgery Int 1 = +1
    Gather Information Cha -1 = -1
    Handle Animal Cha 4 = -1 +5
    Heal Wis -2 = -2
    Hide Dex* 4 = +4
    Intimidate Cha 12 = -1 +13
    Jump Str* 9 = +4 +5
    Listen Wis 0 = -2 +2 [elf]
    Move Silently Dex* 4 = +4
    Perform_1 Cha -1 = -1
    Perform_2 Cha -1 = -1
    Perform_3 Cha -1 = -1
    Perform_4 Cha -1 = -1
    Perform_5 Cha -1 = -1
    Ride Dex 12 = +4 +6 +2 [handle animal]
    Search Int 3 = +1 +2 [elf]
    Sense Motive Wis -2 = -2
    Spot Wis 0 = -2 +2 [elf]
    Survival Wis -2 = -2
    Swim Str** 9 = +4 +5
    Use Rope Dex 4 = +4
    * = check penalty for wearing armor

    Wood Elf:
    +2 dexterity / +2 strength / -2 constitution / -2 intelligence (already included)
    Immune to magical sleep
    +2 racial bonus to saves vs. enchantments
    Low-light vision
    Proficient with longsword, rapier, longbow && shortbow
    +2 racial bonus on listen, search, and spot checks
    Notice secret doors
     
  9. DarkStrider

    DarkStrider I've seen the future and it has seen me Distinguished Member

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    Ichi Takahashi

    Male Human Spirit Shaman 10 Neutral Good

    Strength 7 (-2)
    Dexterity 11 (+0)
    Constitution 14 (+2)
    Intelligence 11 (+0)
    Wisdom 18 (+4)
    Charisma 9 (-1)

    Height: 6' 1"
    Weight: 160 lb
    Skin: Yellow
    Eyes: Light Brown
    Hair: Dark Brown; Straight; Beardless

    Total Hit Points: 77

    Speed: 30 feet

    Initiative modifier: +4 = +0 [dexterity] +4 [improved initiative]
    Fortitude save: +9 = 7 [base] +2 [constitution]
    Reflex save: +3 = 3 [base]
    Will save: +11 = 7 [base] +4 [wisdom]
    Attack (handheld): +5/+0 = 7 [base] -2 [strength]
    Attack (unarmed): +5/+0 = 7 [base] -2 [strength]
    Attack (missile): +7/+2 = 7 [base]
    Grapple check: +5/+0 = 7 [base] -2 [strength]

    Languages: Common

    Feats:
    Combat Casting
    Improved Initiative
    Leadership
    Persuasive
    Spell Penetration

    Traits:
    Appraise Int 0 = +0
    Balance Dex* 0 = +0
    Bluff Cha 1 = -1 +2 [persuasive]
    Climb Str* -2 = -2
    Concentration Con 12 = +2 +10
    Craft_1 Int 0 = +0
    Craft_2 Int 0 = +0
    Craft_3 Int 0 = +0
    Diplomacy Cha -1 = -1
    Disguise Cha -1 = -1
    Escape Artist Dex* 0 = +0
    Forgery Int 0 = +0
    Gather Information Cha 1 = -1 +2 [know local]
    Heal Wis 14 = +4 +10
    Hide Dex* 0 = +0
    Intimidate Cha 1 = -1 +2 [persuasive]
    Jump Str* -2 = -2
    Knowledge (geography) Int 5 = +0 +5
    Knowledge (history) Int 5 = +0 +5
    Knowledge (local) Int 5 = +0 +5
    Knowledge (nature) Int 7 = +0 +5 +2 [survival]
    Listen Wis 9 = +4 +5
    Move Silently Dex* 0 = +0
    Perform_1 Cha -1 = -1
    Perform_2 Cha -1 = -1
    Perform_3 Cha -1 = -1
    Perform_4 Cha -1 = -1
    Perform_5 Cha -1 = -1
    Ride Dex 0 = +0
    Search Int 0 = +0
    Sense Motive Wis 4 = +4
    Spellcraft Int 10 = +0 +10
    Spot Wis 9 = +4 +5
    Survival Wis 9 = +4 +5
    Swim Str** -2 = -2
    Use Rope Dex 0 = +0
    * = check penalty for wearing armor

    Know Geography >=5 ranks gives +2 on checks to avoid getting lost or into hazards.

    Know Nature >=5 ranks gives +2 on survival checks above ground.

    Zero-level Spirit Shaman spells: 6 per day
    First-level Spirit Shaman spells: 7 (6+1) per day
    Second-level Spirit Shaman spells: 7 (6+1) per day
    Third-level Spirit Shaman spells: 7 (6+1) per day
    Fourth-level Spirit Shaman spells: 6 (5+1) per day
    Fifth-level Spirit Shaman spells: 3 per day
     
  10. DarkStrider

    DarkStrider I've seen the future and it has seen me Distinguished Member

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    As the Godless and faye are approachingthe elven city, I thought they might like to know who they may be meeting.

    Queen Laiella Treewalker

    Female Wood Elf Ranger 40 Lawful Neutral

    Strength 13 (+1)
    Dexterity 18 (+4)
    Constitution 20 (+5)
    Intelligence 11 (+0)
    Wisdom 22 (+6)
    Charisma 13 (+1)

    Height: 4' 10"
    Weight: 105 lb
    Skin: Light
    Eyes: Green
    Hair: Red; Curly

    Total Hit Points: 384

    Speed: 30 feet

    Initiative modifier: +8 = +4 [dexterity] +4 [improved initiative]
    Fortitude save: +17 = 12 [base] +5 [constitution]
    Reflex save: +18 = 12 [base] +4 [dexterity] +2 [lightning reflexes]
    Will save: +12 = 6 [base] +6 [wisdom]
    Attack (handheld): +21/+16/+11/+6 = 20 [base] +1 [strength]
    Attack (unarmed): +21/+16/+11/+6 = 20 [base] +1 [strength]
    Attack (missile): +24/+19/+14/+9 = 20 [base] +4 [dexterity]
    Grapple check: +21/+16/+11/+6 = 20 [base] +1 [strength]

    Languages: Common Elven

    Short Sword [1d6, crit 19-20/x2, 1 lb, light, piercing]
    Longsword [1d8, crit 19-20/x2 4 lb, one-handed, slashing]
    Longbow [1d8, crit x3, range inc. 100 ft, 3 lb, piercing]
    Composite Longbow [1d8, crit x3, range incr. 100 ft., 3 lb, piercing]
    Studded armor [light; +3 AC; max dex +5; check penalty -1; 20 lb.]

    Feats:
    Agile, Animal Affinity, Blind-fight, Endurance [free to rangers], Improved Initiative, Leadership, Lightning Reflexes, Negotiator, Persuasive, Point Blank Shot, Far Shot, Precise Shot, Rapid Shot, Many Shot, Power Attack, Cleave, Great Cleave, Improved Bull Rush, Improved Overrun, Improved Sunder, Quick Draw, Track [free to rangers], Two-Weapon Fighting [ranger two-weapon track], Improved Two-Weapon Fighting [ranger two-weapon track], Greater Two-Weapon Fighting [ranger two-weapon track]

    Traits:
    Balance Dex* 6 = +4 +2 [agile]
    Bluff Cha 3 = +1 +2 [persuasive]
    Climb Str* 9 = +1 +8
    Concentration Con 13 = +5 +8
    Diplomacy Cha 3 = +1 +2 [negotiator]
    Disguise Cha 1 = +1
    Escape Artist Dex* 6 = +4 +2 [agile]
    Gather Information Cha 1 = +1
    Handle Animal Cha 13 = +1 +10 +2 [animal affinity]
    Heal Wis 16 = +6 +10
    Hide Dex* 14 = +4 +10
    Intimidate Cha 3 = +1 +2 [persuasive]
    Jump Str* 9 = +1 +8
    Knowledge (dungeoneering) Int 8 = +0 +8
    Knowledge (geography) Int 8 = +0 +8
    Knowledge (nature) Int 21 = +0 +19 +2 [survival]
    Listen Wis 18 = +6 +10 +2 [elf]
    Move Silently Dex* 34 = +4 +30
    Ride Dex 16 = +4 +8 +2 [handle animal] +2 [animal affinity]
    Search Int 42 = +0 +40 +2 [elf]
    Sense Motive Wis 8 = +6 +2 [negotiator]
    Spot Wis 33 = +6 +25 +2 [elf]
    Survival Wis 46 = +6 +40
    Swim Str** 9 = +1 +8
    Use Rope Dex 12 = +4 +8
    * = check penalty for wearing armor

    Handle Animal >=5 ranks gives +2 on wild empathy checks.
    Know Dungeoneering >=5 ranks gives +2 on survival checks underground.
    Know Geography >=5 ranks gives +2 on checks to avoid getting lost or into hazards.
    Know Nature >=5 ranks gives +2 on survival checks above ground.
    Search >=5 ranks gives +2 on survival checks while tracking.
    Use Rope >=5 ranks gives +2 on climb checks involving ropes.
    Use Rope >=5 ranks gives +2 on escape artist checks involving ropes.

    First-level Ranger spells: 5 (3+2) per day
    Second-level Ranger spells: 5 (3+2) per day
    Third-level Ranger spells: 4 (3+1) per day
    Fourth-level Ranger spells: 4 (3+1) per day

    Wood Elf:
    +2 dexterity / +2 strength / -2 constitution / -2 intelligence (already included)
    Immune to magical sleep
    +2 racial bonus to saves vs. enchantments
    Low-light vision
    Proficient with longsword, rapier, longbow && shortbow
    +2 racial bonus on listen, search, and spot checks
    Notice secret doors

    Ranger:
    Track as bonus feat (already included)
    Combat Style
    Endurance
    Wild empathy (roll level + charisma bonus)
    Endurance (level 3)
    Animal Companion (level 4)
    Woodland Stride (level 7)
    Swift Tracker (level 8)
    Evasion (level 9)
    Camouflage (level 13)
    Hide in Plain Sight (level 17)
    High wisdom gains bonus spells daily
    Favored Enemies:
    Dragons +18
    Elementals +2
    Giants +2
    Humanoids (goblinoid) +2
    Humanoids (gnoll) +2
    Humanoids (orc) +2
    Humanoids (reptilian) +2
    Monstrous Humanoids +2
    Undead +2
    This ranger chose the two-weapon combat track.

    Animal Companion: Bear (brown)
    Large Animal
    Hit dice 14d8+56 (119 hit points)
    Initiative +3 (Dex)
    Speed 40 feet
    AC: 25 ( -1 large +3 Dex +13 natural)
    Attacks: 2 claws +19 melee; Bite +17 melee;
    Damage 1d8+10 (claw); 2d8+5 (bite);
    Special Attacks: Improved Grab
    Special Qualities: Scent
    Saves: Fort +13; Ref +12; Will +5
    Abilities: Str 31, Dex 17, Con 19, Int 2, Wis 12, Cha 6
    Skills: Listen +4; Spot +7; Swim +16;
    The animal is entitled to distribute an additional 8 skill points.
    The animal is entitled to two additional feats.
    Link, share spells
    Evasion
    Devotion
    Multiattack (or a second primary attack at -5, as applicable)
    Bonus tricks: 5

    =========================================================================

    Prince Consort Endralle Treewalker

    Male Wood Elf Cleric 36 Chaotic Good

    Strength 16 (+3)
    Dexterity 16 (+3)
    Constitution 12 (+1)
    Intelligence 12 (+1)
    Wisdom 26 (+8)
    Charisma 12 (+1)

    Height: 5' 2"
    Weight: 135 lb
    Skin: Light
    Eyes: Green
    Hair: Red; Straight; Beardless

    Domains: Good Protection
    Energy: Positive [Healing / Turns Undead]

    Total Hit Points: 202

    Speed: 30 feet

    Initiative modifier: +7 = +3 [dexterity] +4 [improved initiative]
    Fortitude save: +15 = 12 [base] +1 [constitution] +2 [great fortitude]
    Reflex save: +11 = 6 [base] +3 [dexterity] +2 [lightning reflexes]
    Will save: +22 = 12 [base] +8 [wisdom] +2 [iron will]
    Attack (handheld): +18/+13/+8 = 15 [base] +3 [strength]
    Attack (unarmed): +18/+13/+8 = 15 [base] +3 [strength]
    Attack (missile): +18/+13/+8 = 15 [base] +3 [dexterity]
    Grapple check: +18/+13/+8 = 15 [base] +3 [strength]

    Languages: Celestial Common Elven

    Longsword [1d8, crit 19-20/x2 4 lb, one-handed, slashing]
    Longbow [1d8, crit x3, range inc. 100 ft, 3 lb, piercing]

    Feats:
    Blind-fight, Combat Casting, Great Fortitude, Improved Initiative, Investigator, Iron Will, Leadership, Lightning Reflexes, Negotiator,
    Persuasive, Subduing Strike, Exalted Turning, Holy Subdual, Consecrate Spell, Purify Spell, Spell Penetration, Greater Spell Penetration, Spellcasting Prodigy [wisdom]

    Traits:
    Appraise Int 1 = +1
    Balance Dex* 3 = +3
    Bluff Cha 2 = +0 +2 [persuasive]
    Climb Str* 3 = +3
    Concentration Con 21 = +1 +20
    Diplomacy Cha 19 = +0 +17 +2 [negotiator]
    Escape Artist Dex* 3 = +3
    Forgery Int 1 = +1
    Gather Information Cha 0 = +0
    Heal Wis 28 = +8 +20
    Hide Dex* 3 = +3
    Intimidate Cha 2 = +0 +2 [persuasive]
    Jump Str* 3 = +3
    Knowledge (religion) Int 21 = +1 +20
    Knowledge (planes) Int 21 = +1 +20
    Listen Wis 10 = +8 +2 [elf]
    Move Silently Dex* 3 = +3
    Ride Dex 3 = +3
    Search Int 5 = +1 +2 [elf] +2 [investigator]
    Sense Motive Wis 10 = +8 +2 [negotiator]
    Spellcraft Int 21 = +1 +20
    Spot Wis 10 = +8 +2 [elf]
    Survival Wis 8 = +8
    Swim Str** 3 = +3
    Use Rope Dex 3 = +3
    * = check penalty for wearing armor

    Know Religion >=5 ranks gives +2 on turn/rebuke the undead.
    Know Planes >=5 ranks gives +2 on survival checks on other planes.

    Zero-level Cleric spells: 6 per day
    First-level Cleric spells: 8 (5+3) per day +1 from a domain:
    Second-level Cleric spells: 7 (5+2) per day +1 from a domain:
    Third-level Cleric spells: 7 (5+2) per day +1 from a domain:
    Fourth-level Cleric spells: 7 (5+2) per day +1 from a domain:
    Fifth-level Cleric spells: 7 (5+2) per day +1 from a domain:
    Sixth-level Cleric spells: 5 (4+1) per day +1 from a domain:
    Seventh-level Cleric spells: 5 (4+1) per day +1 from a domain:
    Eighth-level Cleric spells: 5 (4+1) per day +1 from a domain:
    Ninth-level Cleric spells: 5 (4+1) per day +1 from a domain:

    Wood Elf:
    +2 dexterity / +2 strength / -2 constitution / -2 intelligence (already included)
    Immune to magical sleep
    +2 racial bonus to saves vs. enchantments
    Low-light vision
    Proficient with longsword, rapier, longbow && shortbow
    +2 racial bonus on listen, search, and spot checks
    Notice secret doors

    Cleric:
    Alignment Aura
    Spontaneous Casting (heal)
    Turn Undead (3x/day)
    High wisdom gains bonus spells daily
    Domain choices give additional abilities

    Endralle is a cleric of Corellon Larethian

    =======================================================================

    Princess Alhana

    Female Wood Elf Druid 30 Neutral Good

    Strength 13 (+1)
    Dexterity 13 (+1)
    Constitution 12 (+1)
    Intelligence 8 (-1)
    Wisdom 25 (+7)
    Charisma 12 (+1)

    Height: 5' 0"
    Weight: 110 lb
    Skin: Light
    Eyes: Green
    Hair: Red; Curly

    Total Hit Points: 169

    Speed: 30 feet

    Initiative modifier: +5 = +1 [dexterity] +4 [improved initiative]
    Fortitude save: +13 = 12 [base] +1 [constitution]
    Reflex save: +9 = 6 [base] +1 [dexterity] +2 [lightning reflexes]
    Will save: +19 = 12 [base] +7 [wisdom]
    Attack (handheld): +16/+11/+6 = 15 [base] +1 [strength]
    Attack (unarmed): +16/+11/+6 = 15 [base] +1 [strength]
    Attack (missile): +16/+11/+6 = 15 [base] +1 [dexterity]
    Grapple check: +16/+11/+6 = 15 [base] +1 [strength]

    Languages: Common Druidic Elven

    Scimitar [1d6, crit 18-20/x2, 4 lb, one-handed, slashing]
    Shortbow [1d6, crit x3, range inc. 60 ft., 2 lb., piercing]

    Feats:
    Blind-fight, Combat Casting, Improved Initiative, Leadership, Lightning Reflexes, Natural Spell, Self-Sufficient, Improved Elemental Wild Shape, Spell Penetration, Greater Spell Penetration,
    Stealthy, Spellcasting Prodigy [wisdom], Sudden Empower

    Traits:
    Balance Dex* 1 = +1
    Bluff Cha 1 = +1
    Climb Str* 1 = +1
    Concentration Con 16 = +1 +15
    Diplomacy Cha 1 = +1
    Disguise Cha 1 = +1
    Escape Artist Dex* 1 = +1
    Gather Information Cha 1 = +1
    Heal Wis 19 = +7 +10 +2 [self-sufficient]
    Hide Dex* 3 = +1 +2 [stealthy]
    Intimidate Cha 1 = +1
    Jump Str* 1 = +1
    Knowledge (nature) Int 33 = -1 +30 +2 [druid] +2 [survival]
    Listen Wis 19 = +7 +10 +2 [elf]
    Move Silently Dex* 3 = +1 +2 [stealthy]
    Ride Dex 1 = +1
    Search Int 1 = -1 +2 [elf]
    Sense Motive Wis 7 = +7
    Spellcraft Int 19 = -1 +20
    Spot Wis 9 = +7 +2 [elf]
    Survival Wis 25 = +7 +14 +2 [druid] +2 [self-sufficient]
    Swim Str** 1 = +1
    Use Rope Dex 1 = +1
    * = check penalty for wearing armor

    Know Nature >=5 ranks gives +2 on survival checks above ground.

    Zero-level Druid spells: 6 per day
    First-level Druid spells: 7 (5+2) per day
    Second-level Druid spells: 7 (5+2) per day
    Third-level Druid spells: 7 (5+2) per day
    Fourth-level Druid spells: 7 (5+2) per day
    Fifth-level Druid spells: 6 (5+1) per day
    Sixth-level Druid spells: 5 (4+1) per day
    Seventh-level Druid spells: 5 (4+1) per day
    Eighth-level Druid spells: 5 (4+1) per day
    Ninth-level Druid spells: 4 per day

    Wood Elf:
    +2 dexterity / +2 strength / -2 constitution / -2 intelligence (already included)
    Immune to magical sleep
    +2 racial bonus to saves vs. enchantments
    Low-light vision
    Proficient with longsword, rapier, longbow && shortbow
    +2 racial bonus on listen, search, and spot checks
    Notice secret doors

    Druid:
    Spontaneous Casting (summon nature's ally)
    Animal Companion
    Wild Empathy
    +2 on Knowledge (nature) and Survival (already included)
    Woodland Stride (level 2)
    Trackless Step (level 3)
    Resist Nature's Lure (level 4)
    Wild Shape (level 5)
    Venom Immunity (level 9)
    A Thousand Faces (level 13)
    Timeless Body (level 15)
    High wisdom gains bonus spells daily

    Animal Companion: Dire Wolf
    Large Animal
    Hit dice 18d8+54 (135 hit points)
    Initiative +5 (Dex)
    Speed 50 feet
    AC: 29 ( -1 large +5 Dex +15 natural)
    Attacks: Bite +22 melee;
    Damage 1d8+15 (bite);
    Special Qualities: Scent
    Saves: Fort +14; Ref +16; Will +12 [dire animals get all three good saves]
    Abilities: Str 31, Dex 21, Con 17, Int 2, Wis 12, Cha 10
    Skills: Hide +8; Listen +6; Move Silently +8; Spot +6; Survival +1;
    The animal is entitled to distribute an additional 12 skill points.
    The animal is entitled to three additional feats.
    Link, share spells
    Evasion
    Devotion
    Multiattack (or a second primary attack at -5, as applicable)
    Improved Evasion
    Bonus tricks: 7

    The Eldest daughter of Laiella and Endralle

    ================================================================================

    Princess Souneila

    Female Wood Elf Ranger 16 Neutral Good

    Strength 18 (+4)
    Dexterity 18 (+4)
    Constitution 16 (+3)
    Intelligence 15 (+2)
    Wisdom 19 (+4)
    Charisma 10 (+0)

    Height: 5' 3"
    Weight: 145 lb
    Skin: Light
    Eyes: Green
    Hair: Red; Curly


    Total Hit Points: 119

    Speed: 30 feet

    Initiative modifier: +8 = +4 [dexterity] +4 [improved initiative]
    Fortitude save: +13 = 10 [base] +3 [constitution]
    Reflex save: +16 = 10 [base] +4 [dexterity] +2 [lightning reflexes]
    Will save: +11 = 5 [base] +4 [wisdom] +2 [iron will]
    Attack (handheld): +20/+15/+10/+5 = 16 [base] +4 [strength]
    Attack (unarmed): +20/+15/+10/+5 = 16 [base] +4 [strength]
    Attack (missile): +20/+15/+10/+5 = 16 [base] +4 [dexterity]
    Grapple check: +20/+15/+10/+5 = 16 [base] +4 [strength]

    Languages: Common Draconic Elven Sylvan

    Short Sword [1d6, crit 19-20/x2, 1 lb, light, piercing]
    Composite Longbow [1d8, crit x3, range incr. 100 ft., 3 lb, piercing]

    Feats:
    Blind-fight, Endurance [free to rangers], Improved Initiative, Iron Will, Lightning Reflexes, Rapid Shot [ranger archery track], Many Shot [ranger archery track], Improved Precise Shot [ranger archery track], Self-Sufficient, Stealthy, Track [free to rangers]

    Traits:
    Appraise Int 2 = +2
    Balance Dex* 4 = +4
    Climb Str* 14 = +4 +10
    Concentration Con 13 = +3 +10
    Craft_1 Int 2 = +2
    Craft_2 Int 2 = +2
    Craft_3 Int 2 = +2
    Escape Artist Dex* 4 = +4
    Forgery Int 2 = +2
    Handle Animal Cha 10 = +0 +10
    Heal Wis 16 = +4 +10 +2 [self-sufficient]
    Hide Dex* 16 = +4 +10 +2 [stealthy]
    Jump Str* 4 = +4
    Knowledge (dungeoneering) Int 14 = +2 +12
    Knowledge (geography) Int 14 = +2 +12
    Knowledge (nature) Int 22 = +2 +18 +2 [survival]
    Listen Wis 16 = +4 +10 +2 [elf]
    Move Silently Dex* 16 = +4 +10 +2 [stealthy]
    Ride Dex 16 = +4 +10 +2 [handle animal]
    Search Int 14 = +2 +10 +2 [elf]
    Sense Motive Wis 4 = +4
    Spot Wis 16 = +4 +10 +2 [elf]
    Survival Wis 16 = +4 +10 +2 [self-sufficient]
    Swim Str** 4 = +4
    Use Rope Dex 4 = +4
    * = check penalty for wearing armor

    Handle Animal >=5 ranks gives +2 on wild empathy checks.
    Know Dungeoneering >=5 ranks gives +2 on survival checks underground.
    Know Geography >=5 ranks gives +2 on checks to avoid getting lost or into hazards.
    Know Nature >=5 ranks gives +2 on survival checks above ground.
    Search >=5 ranks gives +2 on survival checks while tracking.

    First-level Ranger spells: 3 (2+1) per day
    Second-level Ranger spells: 3 (2+1) per day
    Third-level Ranger spells: 2 (1+1) per day
    Fourth-level Ranger spells: 2 (1+1) per day

    Wood Elf:
    +2 dexterity / +2 strength / -2 constitution / -2 intelligence (already included)
    Immune to magical sleep
    +2 racial bonus to saves vs. enchantments
    Low-light vision
    Proficient with longsword, rapier, longbow && shortbow
    +2 racial bonus on listen, search, and spot checks
    Notice secret doors

    Ranger:
    Track as bonus feat (already included)
    Combat Style
    Endurance
    Wild empathy (roll level + charisma bonus)
    Endurance (level 3)
    Animal Companion (level 4)
    Woodland Stride (level 7)
    Swift Tracker (level 8)
    Evasion (level 9)
    Camouflage (level 13)
    Hide in Plain Sight (level 17)
    High wisdom gains bonus spells daily
    Favored Enemies:
    Humanoids (orc) +4
    Humanoids (reptilian) +6
    Monstrous Humanoids +2
    Undead +2
    This ranger chose the archery track.

    Animal Companion: Owl
    Tiny Animal
    Hit dice 5d8 (22 hit points)
    Initiative +4 (Dex)
    Speed 10 feet, fly 40 feet
    AC: 22 ( +2 tiny +4 Dex +6 natural)
    Attacks: Claws +9 melee (Weapon Finesse);
    Damage 1d2-1 (claw);
    Saves: Fort +4; Ref +8; Will +3
    Abilities: Str 8, Dex 19, Con 10, Int 2, Wis 14, Cha 4
    Skills: Listen +14; Move Silently +21; Spot +6;
    The animal is entitled to distribute an additional 4 skill points.
    Feats: Weapon Finesse (Claws)
    The animal is entitled to one additional feat.
    Link, share spells
    Evasion
    Devotion
    Bonus tricks: 3
     
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