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Ranger Cleric
HP 107 HP 96
Abilities Score Mod Saves Abilities Score Mod
Strength 20 5 Fort Ref Will Strength 18 4
Con 18 (20) 5 6 6 2 Con 18 (20) 5
Dex 17 (18) 3 (4) Dex 14 2
Int 12 1 AC Int 14 2
Wis 16 3 21 Wis 18 4
Cha 15 2 Cha 16 3
Feats
Favored Enemy (goblins) 1 Heat Endurance (+2 on saves fro 1 Heat Endurance (+2 on saves from fire)
Favored Enemy (vermin) 1 Power Attack 1 DMM (extend)
Track 3 Combat Expertise 3 DMM (persist)
Wild Empathy 6 Improved Trip 6 Extra Turning
Two Weapon Fighting Bonus Shock Trooper
Improved Two Weapon Fighting Summer Domain
Improved Heat Endurance (Fire Res. 5, Heat Pro 3) Travel Domain
Animal Companion (camel)
Sand Skimmer
Swift Tracker
ector of the people) Mukhtar Bin Dasir (tribal champion)
Barbarian/Ranger
HP 115
Saves Abilities Score Mod Saves
Fort Ref Will Strength 20 5 Fort Ref Will
6 2 6 Con 20 5 8 5 2
Dex 18 4
AC Int 14 2 AC
19 Wis 16 3 21
Cha 17 3
Equipment
Great Falchion +2
Studded Leather +2
Boots of Striding +2
er (caster level +1) Gloves of Dex +1
dure Elements (no heat damage) Feather Cloak of Endure Elements (no heat damage)
reates unlimited drinking water, 14000gp)
urance (+2 on saves from fire) 1 Heat Endurance (+2 on saves from fire)
1 Improved Bull Rush
3 Shock Trooper
6 Leap Attack
Warrior Expert
HP 64 HP 48
Abilities Score Mod Saves Abilities Score
Strength 14 2 Fort Ref Will Strength 10
Con 14 2 8 4 2 Con 14
Dex 14 2 Dex 14
Int 10 0 AC Int 14
Wis 10 0 17 Wis 10
Cha 10 0 Cha 10
Adept
HP 48
Mod Saves Abilities Score Mod
0 Fort Ref Will Strength 10 0 Fort
2 4 4 6 Con 14 2 4
2 Dex 10 0
2 AC Int 10 0 AC
0 15 Wis 14 2 10
0 Cha 14 2 0
3
Damage Attacks To Hit
Damage Create Water
1d6, 18-20x2 1st 4 1d6, 18-20x2 Detect Magic
1d4, 18-20x2 Light
1d4, 18-20x2 Scimitar Touch of Fatigue
1d4, 18-20x2 Robes of the Dawasir (heat resist 2)
Feats
1 Spell Focus (Evocation)
1 Greater Focus (Evocation)
Leather (3 AC 5 Dex) 3 Empower
Cloak (provides heat resistance 2) 6 Drift Magic
Two-Weapon Fighting
Weapon Finesse
Stabbiness (2d6 Sneak Attack Damage)
Improved Two Weapon Fighting
Muhja'Aqrab
Level 6
Saves
Ref Will
2 8
Scorpion Lord
Level
1
2
3
4
5
6
7
1 Power Attack
1 Two Weapon Fighting
1 Iron Will
2 Improved Bull Rush
3 Skill Focus (Hide)
4 Shock Trooper
6 Improved Two Weapon Fighting
6 Improved Critical (Shortsword)
9 Combat Expertise
12 Improved Trip
15 Greater Two Weapon Fighting
18 Defensive Sweep
Scorpion Warriors
Level 8
Scorpion Lord
Base Attack Bonus Fort Save Ref Save Will Save Special
+1 +2 +2 +0 Sand Strider Improves Movement Speed by 10ft, on
+2 +3 +3 +0 Improved Heat Endurance Fire Resistance 5, Heat Endurance 3
+3 +3 +3 +1 Pounce Full Attack on the Charge
+4 +4 +4 +1 Scorpion Style Can use a scorpion claw and short swo
+5 +4 +4 +2 Scorpion Armor Fashions armor from a scorpion shell. C
+6 +5 +5 +2 Crushing Claw Grants improved grab, also grants an ad
+7 +5 +5 +2 Desert Fade Can use hide in plain sight in natural te
apon Fighting
William Thorton
Mariner 1
Swashbuckler 3
Dread Pirate 10
HP 102
Abilities Score Mod Saves
Strength 18 (22) 4 (6) Fort Ref Will
Con 18 4 12 16 7
Dex 18 (22) 4 (6)
Int 18 4 AC
Wis 16 3 24
Cha 16 (20) 3 (5)
Attacks To Hit Damage
1st 22 1d6+14+d6 Lightning, 18-20x2
2nd 17 1d6+14+d6 Lightning, 18-20x2
3rd 12 1d6+14+d6 Lightning, 18-20x2
Off-Hand 22 1d6+13, 19-20x2
Off-Hand 17 1d6+13, 19-20x2
Off-Hand 12 1d6+13, 19-20x3
Equipment
Mithril Chain Shirt of Bluriness (4 AC 6 Dex, +3, permanent miss chance of 20%)
Rapier of Storms +4 (d6 lightning damage, +4)
Boots of Dex +4 (+4 Dex)
Belt of Giant Strength +4 (+4 Strength)
Gloves of Improved initiative (Initiative +4)
Ring of Control Weather (1/day he can control weather)
Ring of Resist Storms, Minor (10 Cold Resist, 10 Lightning Resist)
Cloak of the Handsome Rake (Cha+4, +5 on diplomacy)
Paring Dagger +3 (grants +1 AC, can also be used to peel exotic fruit, +3d6 against fruit)
Feats
Sailor (+1 Acrobatics, Climb, Prof(Sailor) 1 Improved Bull-rush
Weapon Finesse (Dex to Hit) Human Combat Expertise
Grace +1 (Reflex save +1) Bonus Power Attack
Insightful Strike (Add Int to Dam) 3 Mobility
Seamanship (Add DP levels to Sailor Checks) 6 Improved Two-Weapon Fighting
Two Weapon Fighting 9 Spring Attack
Fearsome Reputation +6 (+6 on Diplomacy) 12 Greater Two-Weapon Fighting
Rally the Crew (2/day, +2 to checks and saves)
Acrobatic Charge (can charge over difficult terrain or through blocked spaces)
Steady Stance (Not flat-footed when Climb or Balance)
Luck of the Wind (1/day can reroll any roll)
Skill Mastery (Balance, Climb, Jump, Tumble, can always take 10)
Fight to the Death (allies gain 10 + Dread Pirate's Cha to HP, Cha to armor, and gain Diehard)
Pirate King (gains followers for no gold)
Mariner 6 Mariner 8
HP 43 HP 56
Abilities Score Mod Saves Abilities Score Mod
Strength 14 2 Fort Ref Will Strength 14 2
Con 12 1 6 6 3 Con 13 1
Dex 14 2 Dex 14 2
Int 10 1 AC Int 10 1
Wis 12 1 16 Wis 12 1
Cha 11 0 Cha 11 0
Attacks To Hit Damage Attacks To Hit Damage
1st 9 d6+3, 19-20x2 1st 11 d6+3, 19-20x2
2nd 4 d6+3, 19-20x2 2nd 6 d6+3, 19-20x2
Harpoon +1 (d10, 19-20x2), if it deals damage then opponent takes a reflex save equal to DC= 10+damage dealt
pon Fighting
Mariner 10
HP 70
Saves Abilities Score Mod Saves
Fort Ref Will Strength 14 2 Fort Ref Will
7 8 1 Con 13 1 8 9 4
Dex 14 2
AC Int 10 1 AC
16 Wis 12 1 17
Cha 11 0
Attacks To Hit Damage
d6+3, 19-20x2 1st 14 d6+4, 19-20x2
d6+3, 19-20x2 2nd 9 d6+4, 19-20x2
10+damage dealt
Mariner 12
HP 84
Abilities Score Mod Saves
Strength 14 2 Fort Ref Will
Con 14 2 10 10 5
Dex 14 2
Int 10 1 AC
Wis 12 1 17
Cha 11 0
Attacks To Hit Damage
1st 16 d6+4, 19-20x2
2nd 11 d6+4, 19-20x2
3rd 6 d6+4, 19-20x2
Cutlass +2 (d6, 19-20x2)
Harpoon +2 (d10, 19-20x2)
Studded Leather +2
Clan Chief
Krokar Ssslith Space/Rea 10
Barbarian 5 Speed 50
HP 82
Abilities Score Mod Saves
Strength 26 8 Fort Ref Will
Con 22 6 4 1 1
Dex 16 3
Int 13 1 AC
Wis 14 2 25
Cha 8 1
Attacks To Hit Damage
1st 15 2d8+14, 20x2
Equipment
Greatclub+2
Circlet of Searing Light (searing light 2/day)
Breastplate
Feats
1
3
Rage 2/day (+4 Str, +2 Con, -2 AC)
Uncanny Dodge (Cannot be flanked by a Rogue unless +4 levels higher)