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Human Skeleton
Garras CR 2 XP 600 Male half-orc Separatist cleric of Zon-Kuthon 1/fighter 2 3 NE Medium humanoid
Init +1 Senses Darkvision 60, Perception +1
Active Spells
Defense
AC 19, touch 10, flat-footed 19 (+8 Armor, +1 Shield)
HP 27/33 (1d10+2d8+7)
Fort +7, Ref +1, Will +3 (+4 vs fear)
Offense
Speed 30 ft.
Melee mw flail +7 (1d8+3)
Ranged dagger +3 (1d4+3/19-20)
Special Attacks channel negative energy (1d6 damage, Will DC 10, 2/day)
Spells Known (CL 1st, Ranged Touch +3, Cast Defensively +2)
1st (DC 12)bless, cure light wounds, true strike (D)
0 (DC 11)create water, guidance, stabilize
Domains Destruction, War
Statistics
Str 16, Dex 12, Con 15, Int 10, Wis 13, Cha 8
Base Attack +2; CMD +5 (+9 Trip); CMD 16 (18 vs Trip)
Feats Channel Smite, Combat Expertise, Improved Trip, Weapon Focus (Flail)
Skills Knowledge (religion) +6, Spellcraft +6
Languages Common, Orc
Combat Gear half-plate, light steel shield, mw flail, dagger, potions: barkskin (+2), blur, bulls strength, 2 cure light wounds,
shield of faith (+2)
Special Abilities
Orc Ferocity: Once per day, when Garras is brought below 0 hit points but not killed, he can fight on for one more round as if disabled.
At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Battle Rage (Sp): Garras can touch a creature 4 times per day as a standard action to give it a +1 bonus on melee damage rolls for 1
round.
Destructive Smite (Su): Harras gains the destructive smite power: the supernatural ability to make a single melee attack with a +1
morale bonus on damage rolls. Garras must declare the destructive smite before making the attack and can use it 4 times per day.
Touch of Evil (Sp): You can cause a creature to become sickened as a melee touch attack. Creatures sickened by your touch count as
good for the purposes of spells with the evil descriptor. This ability lasts for 3 rounds and can be used 6 times per day
This ability doubles the normal +8 racial bonus to Climb checks normally afforded creatures with a climb speed to a +16 racial bonus.
Leap Attack (Ex) As a standard action, a morlock may make a single attack during a jump. It can make this attack at any point along
the course of the leapthe start, the end, or while in mid-air. While jumping, a morlock does not provoke attacks of opportunity for
leaving a threatened square.
Swarming (Ex) Morlocks dwell and fight in cramped quarters every day of their lives, and as such are quite adept at swarming foes.
Up to two morlocks can share the same square at the same time. If two morlocks in the same square attack the same foe, they are
considered to be flanking that foe as if they were in two opposite squares.
Gear mw hide shirt armor, mw battle axe, composite longbow (+3 Str) with 20 arrows, pouch with 5gp, potions: cure light wounds,
remove fear (2)
Special Abilities
Expert Climber (Ex) A morlock can cling to cave walls and even ceilings as long as the surface has hand- and footholds. In effect, a
morlock is treated as constantly being under a nonmagical version of the spell spider climb, save that it cannot cling to smooth surfaces.
This ability doubles the normal +8 racial bonus to Climb checks normally afforded creatures with a climb speed to a +16 racial bonus.
Leap Attack (Ex) As a standard action, a morlock may make a single attack during a jump. It can make this attack at any point along
the course of the leapthe start, the end, or while in mid-air. While jumping, a morlock does not provoke attacks of opportunity for
leaving a threatened square.
Swarming (Ex) Morlocks dwell and fight in cramped quarters every day of their lives, and as such are quite adept at swarming foes.
Up to two morlocks can share the same square at the same time. If two morlocks in the same square attack the same foe, they are
considered to be flanking that foe as if they were in two opposite squares.
Skullface (Su) As a standard action, a krenshar can pull the skin back from its face, revealing the musculature and bony structures of
its skull. This counts as using Intimidate to demoralize an opponent, and is an extraordinary ability. The krenshar can emit a loud
screech while peeling back its skin, causing potent fear in a single creature within 100 feet that can see the krenshar. The targeted
creature must make a DC 12 Will save or become frightened (if the target has 6 or fewer Hit Dice) or shaken (if the target has more
than 6 Hit Dice) for 1d4 rounds. A creature that successfully saves cannot be affected again by the same krenshar's for 24 hours.
Morlock Barbarian CR 4 XP 1,200 CE Medium Female Barbarian (Wild Rager) 2 monstrous humanoid
Init +8; Senses darkvision 120 ft., scent; Perception +2
Active Spells bulls strength, cats grace
Defense
AC 19 (17), touch 14 (12), flat-footed 15 (13) (+4 Armor, +4 Dex, +1 natural)
HP 64/81 (3d10+2d12+27)
Fort +3, Ref +8, Will +4 (+2 morale bonus to Will when raging)
Immune disease, poison;
Weaknesses light blindness
Offense
Speed 0 ft., climb 30 ft.
Melee 2 claws +8 (1d6+4) and bite +8 (1d6+4)
Offense
Speed 0 ft., climb 30 ft.
Melee PA mw greataxe +11 (1d12+12) and bite +2 (1d4+4)
R+PA mw greataxe +13 (1d12+15) and bite +6 (1d4+5)
Special Attacks leap attack, sneak attack +1d6, swarming, Rage (11 rounds)
Statistics
Str 18 (22), Dex 15, Con 16 (20), Int 10, Wis 6, Cha 10
Base Attack +5; CMB +9 (+11); CMD 23
Feats Furious Focus, Power Attack, Weapon Focus (Great Axe)
Skills Acrobatics +14, Climb +25 (+27), Intimidate +8, Stealth +10 (+14 in caverns); Racial Modifiers +4 Stealth in caverns, +8
Acrobatics, +16 Climb
Languages Undercommon
SQ expert climber
Gear +1 chain shirt, masterwork greataxe, pouch with 30gp
Special Abilities
Expert Climber (Ex) A morlock can cling to cave walls and even ceilings as long as the surface has hand- and footholds. In effect, a
morlock is treated as constantly being under a nonmagical version of the spell spider climb, save that it cannot cling to smooth surfaces.
This ability doubles the normal +8 racial bonus to Climb checks normally afforded creatures with a climb speed to a +16 racial bonus.
Leap Attack (Ex) As a standard action, a morlock may make a single attack during a jump. It can make this attack at any point along
the course of the leapthe start, the end, or while in mid-air. While jumping, a morlock does not provoke attacks of opportunity for
leaving a threatened square.
Swarming (Ex) Morlocks dwell and fight in cramped quarters every day of their lives, and as such are quite adept at swarming foes.
Up to two morlocks can share the same square at the same time. If two morlocks in the same square attack the same foe, they are
considered to be flanking that foe as if they were in two opposite squares.
Invulnerability (Ex): The Morlock Chieftan gains DR 1/. This damage reduction is doubled against nonlethal damage. This ability
replaces uncanny dodge, improved uncanny dodge, and damage reduction.
Extreme Endurance (Ex): The Morlock Chieftan is inured to hot climate effects as if using endure elements. In addition, he gains 1
point of fire resistance.
Grallk Kur CR 6 XP 2,400 cleric of Lamashtu 4 CE Medium Male Grimlock monstrous humanoid
Init +5; Senses darkvision 120 ft., scent; Perception +
Defense
Tengu CR 1 XP 400 Male tengu rogue (Knife Master) 2 NE Medium humanoid (tengu)
Init +3; Senses low-light vision; Perception +8
Active Spells shield of faith +2
Defense
AC 18, touch 15, flat-footed 15 (+3 armor, +3 Dex, +2 Def)
HP 15/18 (2d8+2)
Fort +1, Ref +6, Will +2
Offense
Speed 30 ft.
Melee dagger +4 (1d4+1/1920), bite 1 (1d3)
Ranged short bow +4 (1d6/3)
Special Attacks sneak attack +1d8
Statistics
Str 12, Dex 17, Con 12, Int 10, Wis 15, Cha 8
Base Attack +1; CMB +2; CMD 17
Feats Weapon Finesse, Outflank (Teamwork)
Skills Acrobatics +8, Appraise +5, Bluff +4, Climb +6, Knowledge (local) +5, Linguistics +9, Perception +9, Sleight of Hand +9,
Stealth +10; Racial Modifiers +2 Perception, +2 Stealth, +4 Linguistics
Languages Common, Dwarf, Elf, Goblin, Halfling, Tengu
SQ gifted linguist, swordtrained, evasion
Gear mw studded leather armor, dagger, short bow with 20 arrows, 5 sunrods, potion of shield of faith +2 (Taken before attacking), vial
of alchemists fire, pouch with 7 gp
Special Abilities
Gifted Linguist (Ex) Tengus gain a +4 racial bonus on Linguistics checks, and learn 2 languages each time they gain a rank in
Linguistics rather than 1 language.
Swordtrained (Ex) Tengus are trained from birth in swordplay, and as a result are automatically proficient with sword-like weapons
(including bastard swords, daggers, elven curve blades, falchions, greatswords, kukris, longswords, punching daggers, rapiers,
scimitars, short swords, and two-bladed swords).
Sneak Stab (Ex): A knife master focuses their ability to deal sneak attack damage with daggers and similar weapons to such a degree
that they can deal more sneak attack damage with those weapons at the expense of sneak attacks with other weapons. When they make
a sneak attack with a dagger, use d8s to roll sneak attack damage instead of d6s. For sneak attacks with all other weapons, use d4s
instead of d6s. This ability is identical in all other ways to sneak attack, and supplements that ability .
Hidden Blade: The knife master Tengu Boss adds +2 on Sleight of Hand checks made to conceal a light blade.
Tengu Boss CR 4 XP 1,200 Male tengu rogue (Knife Master) 5 NE Medium humanoid (tengu)
Init +4; Senses low-light vision; Perception +12
Active Spells shield of faith +2
Defense
AC 19, touch 16, flat-footed 15 (+3 armor, +4 Dex, +2 Def)
HP 38/50 (5d8+10)
Fort +2, Ref +10, Will +3
Offense
Speed 30 ft.
Melee mw dagger +9 (1d4+1/1920), bite +2 (1d3)
Ranged short bow +7 (1d6/3)
Special Attacks sneak attack +3d8
Statistics
Str 12, Dex 18, Con 12, Int 10, Wis 15, Cha 8
Base Attack +3; CMB +4; CMD 20
Feats Combat Reflexes Outflank (Teamwork), Weapon Finesse, Weapon Focus (Dagger)
Skills Acrobatics +11, Appraise +8, Bluff +7, Climb +9, Knowledge (local) +8, Linguistics +12, Perception +12, Sleight of Hand +12,
Stealth +13; Racial Modifiers +2 Perception, +2 Stealth, +4 Linguistics
Languages Common, Dwarf, Elf, Goblin, Halfling, Tengu
SQ gifted linguist, swordtrained, evasion
Gear mw studded leather armor, mw dagger, short bow with 20 arrows, necklace of fireballs (type 1:5d6, 2 3d6 fireballs), potion of
shield of faith (+2), vial of alchemists fire, elixir of hiding, elixir of sneaking, elixir of vision, 5 sunrods, pouch with 7 gp.
Special Abilities
Gifted Linguist (Ex) Tengus gain a +4 racial bonus on Linguistics checks, and learn 2 languages each time they gain a rank in
Linguistics rather than 1 language.
Swordtrained (Ex) Tengus are trained from birth in swordplay, and as a result are automatically proficient with sword-like weapons
(including bastard swords, daggers, elven curve blades, falchions, greatswords, kukris, longswords, punching daggers, rapiers,
scimitars, short swords, and two-bladed swords).
Sneak Stab (Ex): A knife master focuses their ability to deal sneak attack damage with daggers and similar weapons to such a degree
that they can deal more sneak attack damage with those weapons at the expense of sneak attacks with other weapons. When they make
a sneak attack with a dagger, use d8s to roll sneak attack damage instead of d6s. For sneak attacks with all other weapons, use d4s
instead of d6s. This ability is identical in all other ways to sneak attack, and supplements that ability .
Hidden Blade: The knife master Tengus add +1 on Sleight of Hand checks made to conceal a light blade.
Befuddling Strike (Ex): When the rogue deals sneak attack damage against an opponent, that opponent takes a 2 penalty on attack
rolls against the rogue for 1d4 rounds.
Special Abilities
Hand of the Apprentice (Su): The Faceless One can cause his melee weapon to fly from his grasp and strike a foe before instantly
returning to him. As a standard action 8 times per day, he can make a single attack using a melee weapon at a range of 30 feet. This
attack is treated as a ranged attack with a thrown weapon, except that he adds his Intelligence modifier (+3) on the attack roll instead of
his Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver.