Humbres, Human Fighter

NG Male Human Fighter 1
Faction: Andoran
Hit Points: 12
Initiative: +8
Speed: 30 ft.
Armor Class: 17, touch 13, flat-footed 14
Base Attack/CMB/CMD: +1/+3/16
Attack (melee): shortsword +4 (1d6+2)
Full attack: shortsword +2 (1d6+2) and shortsword +2 (1d6+1)
Special Qualities: -
Saves: Fort +3, Ref +3, Will -1
Abilities: Str 14, Dex 16, Con 14, Int 12, Wis 8, Cha 10
Skills: Climb +4 (1), Intimidate +5 (1), Ride +5 (1), Swim +4 (1)
Traits: Left empty Feats: Improved Initiative, Two-Weapon Fighting, Weapon Focus (shortsword)
Equipment: chain shirt (25 lb.), 2x shortsword (4 lb.), explorer's outfit, backpack (2 lb.), silk rope (5 lb.), waterskin (4 lb.), flint & steel, 6 x trail rations (6 lb.), 8 gp

Total: 46 lb.

Nassil, Human Sorcerer

LN Female Human Abyssal Sorcerer 1
Faction: Cheliax
Hit Points: 5
Initiative: +3
Speed: 30 ft.
Armor Class: 14, touch 14, flat-footed 10
Base Attack/CMB/CMD: +0/-1/12
Attack (melee): claws -1 (1d4-1) (6/day)
Full attack: 2 claws -1 (1d4-1) (6/day)
Attack (ranged): light crossbow +3 (1d8)
Special Qualities: summon familiar, Abyssal bloodline
Saves: Fort +1, Ref +5, Will +4
Abilities: Str 8, Dex 16, Con 12, Int 10, Wis 14, Cha 16
Skills: Bluff +7 (1), Knowledge (planes) +4 (1), Spellcraft +4 (1)
Feats: Eschew Materials, Dodge, Combat Casting
Spells:

Level 0 (5/day): Acid Splash, Detect Magic, Disrupt Undead, Light, Mage Hand, Read Magic
Level 1 (4/day): Mage Armor, Magic Missile

Languages: Common (Taldane)
Equipment: quarterstaff (4 lb.), dagger (1 lb.), light crossbow (4 lb.), 20 bolts (1 lb.), explorer's outfit, backpack (2 lb.), waterskin (4 lb.), flint & steel, 6 x trail rations (6 lb.), spell component pouch (2 lb.), familiar (weasel).

Total: 24 lb.

Kyra, Human Cleric

SCIMITAR MASTER
You are well-trained in the art of your nation’s signature blade.
Prerequisite: Qadira faction.
Benefit: While wielding a scimitar, you gain a +4 bonus on opposed checks against disarm and sunder attempts. If you score a critical threat with a scimitar, you receive a +2 bonus on the confirmation attack roll.

NG Female Human Cleric of Sarenrae 1
Faction: Qadira
Hit Points: 10
Initiative: -1
Speed: 20 ft.
Armor Class: 14, touch 9, flat-footed 14
Base Attack/Grapple: +0/+2
Attack (melee): scimitar +2 (1d6+2/18-20/x2)
Full attack: scimitar +2 (1d6+2/18-20/x2)
Attack (ranged): light crossbow -1 (1d8/19-20/x2)
Special Qualities: turn undead
Saves: Fort +4, Ref -1, Will +8
Abilities: Str 14, Dex 8, Con 14, Int 10, Wis 16, Cha 12
Skills: Concentration +6 (4), Heal +7 (4), Knowledge (religion) +4 (4)
Feats: Iron Will, Martial Weapon Proficiency (scimitar), Scimitar Master
Spells:

Domains: Healing & Sun
Level 0 (3/day):
Level 1 (2+1/day):

Languages: Common (Taldane)
Equipment: scale mail (30 lb.), buckler (5 lb.), light crossbow (4 lb.), 20 bolts (1 lb.), scimitar (4 lb.), explorer's outfit, wooden holy symbol of Sarenrae, backpack (2 lb.), waterskin (4 lb.), flint & steel, 6 x trail rations (6 lb.), spell component pouch (2 lb.), 22 gp.

Total: 58 lb.

Verdaniel, Elf Ranger

HUNTER'S EYE
You are especially blessed by Erastil and are a prodigy with a longbow or shortbow.
Prerequisite: Andoran faction.
Benefit: You do not suffer a penalty for the first range increment when using a longbow or shortbow. The penalty for attacks made at targets within the second range increment is –4 as normal. In addition, you can draw a longbow or shortbow as a free action.
Normal: Drawing a weapon is a move action or (if your base attack bonus is +1 or higher) as a free action as part of movement.

CG Male Elf Ranger 1
Faction: Andoran
Hit Points: 9
Initiative: +4
Speed: 30 ft.
Armor Class: 17, touch 14, flat-footed 13
Base Attack/Grapple: +1/+3
Attack (melee): longsword +3 (1d8+2/19-20/x2) or dagger +3 (1d4+2/19-20/x2)
Attack (ranged): longbow +5 (1d8/x3)
Special Qualities: low-light vision, elf traits, favored enemy, wild empathy
Saves: Fort +3, Ref +6, Will +1
Abilities: Str 14, Dex 18, Con 12, Int 10, Wis 12, Cha 8
Skills: Climb +6 (4), Jump +6 (4), Knowledge (nature) +4 (4), Listen +7 (4), Search +2 (0), Spot +7 (4), Survival +5 (4)
Feats: Track, Point Blank Shot, Hunter's Eye
Languages: Common (Taldane), Elven
Equipment: longbow (3 lb.), 20 arrows (1 lb.), longsword (4 lb.), dagger (1 lb.), studded leather armor (20 lb.), explorer's outfit, backpack (2 lb.), waterskin (4 lb.), flint & steel, silk rope (50 ft.) (5 lb.), 6 x trail rations (6 lb.), 17 gp

Total: 46 lb.

Issendyn, Half-Elf Bard

PERFORMANCE ARTIST
You studied in the avant garde theatre scene of Taldor. Your performance skills have been known to bring even the toughest crowd to their feet.
Prerequisite: Taldor faction.
Benefit: Choose one type of Perform skill. You get a +2 bonus on such Perform skill checks. This bonus increases to +5 when you are using Perform to earn money.

CN Male Half-Elf Bard 1
Faction: Taldor
Hit Points: 7
Initiative: +2
Speed: 30 ft.
Armor Class: 16, touch 12, flat-footed 14
Base Attack/Grapple: +0/+0
Attack (melee): short sword +0 (1d6/19-20/x2) or whip +0 (1d3/x2)
Attack (ranged): shortbow +2 (1d6/x3)
Special Qualities: low-light vision, bardic music, bardic knowledge, countersong, fascinate, inspire courage +1
Saves: Fort +1, Ref +4, Will +1
Abilities: Str 10, Dex 14, Con 12, Int 14, Wis 8, Cha 16
Skills: Bluff +7 (4), Concentration +6 (4), Diplomacy +9 (4), Gather Information +9 (4), Knowledge (nobility) +6 (4), Listen +0 (0), Perform (oratory) +9 (+12 when earning money) (4), Search +3 (0), Sense Motive +3 (4), Spot +0 (0), Use Magic Device +7 (4)
Feats: Combat Expertise, Performance Artist
Spells:

Level 0 (2/day): Daze, Light, Message, Summon Instrument

Languages: Common (Taldane), Elven, Kelish
Equipment: chain shirt (25 lb.), short sword (2 lb.), shortbow (3 lb.), 20 arrows (1 lb.), whip (1 lb.), explorer's outfit, backpack (2 lb.), waterskin (4 lb.), 2 x trail rations (2 lb.), spell component pouch (2 lb.)

Total: 42 lb.

IMPRESSIVE PRESENCE
Taldans know how to make an entrance and are skilled beyond measure in the art of shock and awe. Your grandiose sense of style makes it difficult for anyone (or anything) to ignore you.
Prerequisite: Taldor faction.
Benefit: As a full-round action, you can attempt to draw attention to yourself. All creatures within 30 feet must make a Will save (DC 10 + 1/2 your character level + your Charisma modifier), or become distracted by your display. Distracted creatures suffer a –2 penalty on Listen and Spot skill checks as well as a –2 penalty on Initiative checks. These penalties persist for 1 minute, as long as you are still within line of sight. This ability cannot be used during combat.

Mardnock Ogreknacker, Gnome Paladin

LG Male Gnome Paladin of Iomedae 1
Faction: Taldor
Hit Points: 13
Initiative: +0
Speed: 20 ft.
Armor Class: 17, touch 11, flat-footed 17
Base Attack/Grapple: +1/-1
Attack (melee): Gnome hooked hammer (bludgeoning) +5 (1d6+3/x3) or gnome hooked hammer (piercing) +5 (1d4+3/x4)
Attack (ranged): Javelin +2 (1d4+2/x2)
Special Qualities: spell-like abilities, low-light vision, aura of good, detect evil, smite evil 1/day
Saves: Fort +4, Ref +0, Will +0
Abilities: Str 14, Dex 10, Con 16, Int 10, Wis 10, Cha 14
Skills: Craft (alchemy) +2 (0), Diplomacy +6 (4), Handle Animal +4 (2), Listen +2 (0), Ride +4 (2)
Feats: Weapon Focus (gnome hooked hammer), Impressive Presence
Languages: Common (Taldane), Gnomish
Equipment: Gnome hooked hammer (3 lb.), javelins x4 (4 lb.), heavy wooden shield (5 lb.), chain shirt (12.5 lb.), explorer's outfit, backpack (1 lb.), waterskin (2 lb.), 6 x trail rations (3 lb.), wooden holy symbol of Iomedae, 10 gp

Total: 30.5 lb.

Ingra, Dwarf Druid

EXPLORER
A proud Andoren explorer heritage runs in your veins and you are a natural wayfinder.
Prerequisite: Andoran faction.
Benefit: You get a +2 bonus on Survival skill checks. In addition, when traveling through the wilderness, you and your allies can move faster through trackless land. When calculating your overland movement rate, increase your hourly and daily travel rates by 25%.

NG Female Dwarf Druid 1
Faction: Andoran
Hit Points: 11
Initiative: +2
Speed: 20 ft.
Armor Class: 17, touch 12, flat-footed 15
Base Attack/Grapple: +0/+1
Attack (melee): Club +1 (1d6+1)
Attack (ranged): Sling +2 (1d4+1)
Special Qualities: Animal companion (badger), nature sense (+2 Knowledge Nature, +2 Survival), wild empathy, dwarf traits, darkvision
Saves: Fort +5, Ref +2, Will +5
Abilities: Str 12, Dex 14, Con 16, Int 8, Wis 16, Cha 8
Skills: Concentration +7 (4), Knowledge (Nature) +4 (3), Heal +4 (1), Survival +11 (4)
Feats: Track, Explorer
Equipment: Hide armor (25 lb.), club (3 lb.), sling (0 lb.), 10 sling bullets (5 lb.), Heavy Wooden Shield (10 lb.), explorer's outfit, backpack (2 lb.), silk rope (5 lb.), waterskin (4 lb.), flint & steel, 6 x trail rations (6 lb.).

Total: 60 lb.

Vob, Human Monk

WRATH OF HELL
You have within you a furious storm of hellfire that can lash out at foes.
Prerequisite: Cheliax faction.
Benefit: You can, as a swift action, summon the hellfire that lurks inside you. This fire surrounds your weapons, adding 1 point of fire damage to all of your melee attacks for one round. In addition, for one round, anyone who strikes you with a melee attack takes 1 point of fire damage. You can use this ability a number of times per day equal to 3 plus your Charisma modifier. This is a supernatural ability.

LN Male Human Monk 1
Faction: Cheliax
Hit Points: 10
Initiative: +2
Speed: 30 ft.
Armor Class: 14, touch 14, flat-footed 12
Base Attack/Grapple: +0/+2
Attack (melee): Unarmed strike +2 (1d6+2/x2)
Full attack: 2 unarmed strikes +0 each (1d6+2/x2)
Attack (ranged): Shuriken +2 (1d2+2)
Special Qualities: flurry of blows, unarmed strike
Saves: Fort +4, Ref +4, Will +4
Abilities: Str 14, Dex 14, Con 14, Int 8, Wis 14, Cha 12
Skills: Balance +6 (4), Climb +6 (4), Jump +6 (4), Tumble +6 (4)
Feats: Improved Bull Rush, Power Attack, Stunning Fist, Wrath of hell
Languages: Common (Taldane)
Equipment: explorer's outfit, backpack (2 lb.), waterskin (4 lb.), flint & steel, 6 x trail rations (6 lb.), 144 gp.

Total: 12 lb.

"Sothis" Jonsson, Dwarf Rogue

TOMB RAIDER
Treasures lying below the sands have enticed you since childhood and you are adept at prying loose their secrets.
Prerequisite: Osirion faction.
Benefit: You get a +2 bonus on Search skill checks. In addition, if you are aware of a trap, you receive a +2 bonus on saves to avoid that trap and a +2 dodge bonus to your Armor Class when attacked by that trap.

N Male Dwarf Rogue 1
Faction: Osirion
Hit Points: 8
Initiative: +7
Speed: 20 ft.
Armor Class: 16, touch 13, flat-footed 13
Base Attack/Grapple: +0/+2
Attack (melee): short sword +2 (1d6+2) or morningstar +2 (1d8+2)
Full attack: short sword +2 (1d6+2) or morningstar +2 (1d8+2)
Attack (ranged): sling +3 (1d4+2)
Special Qualities: Dwarf traits, sneak attack +1d6, trapfinding
Saves: Fort +2, Ref +5, Will -1
Abilities: Str 14, Dex 16, Con 14, Int 14, Wis 8, Cha 8
Skills: Climb +5 (4), Disable Device +6 (4), Escape Artist +6 (4), Hide +6 (4), Knowledge (local) +6 (4), Open Lock +7 (4), Move Silently +6 (4), Search +6 (2), Spot +1 (2), Swim +4 (4), Tumble +6 (4)
Feats: Improved initiative, Tomb Raider
Equipment: Studded leather armor (20 lb.), short sword (2 lb.), dagger (1 lb.), morningstar (6 lb.), sling, 20 bullets (10 lb.), explorer's outfit, backpack (2 lb.), silk rope (5 lb.), waterskin (4 lb.), flint & steel, 6 x trail rations (6 lb.), thieves' tools (1 lb.), grappling hook (4 lb.), 55 gp, 8 sp

Total: 54 lb.

Burk Smash, Half-Orc Barbarian

DERVISH
Your people survive on the move and you are at your best when whirling through and around your foes.
Prerequisite: Qadira faction.
Benefit: As long as you move more than 10 feet on your turn and wear light or no armor, you receive a +1 circumstance bonus on melee attack rolls.

N Male Half-Orc Barbarian 1
Faction: Qadira
Hit Points: 14
Initiative: +2
Speed: 40 ft.
Armor Class: 15, touch 12, flat-footed 13
Base Attack/Grapple: +1/+5
Attack (melee): Greataxe +5 (1d12+6) or Morningstar +5 (1d8+4)
Full attack: Greataxe +5 (1d12+6) or Morningstar +5 (1d8+4)
Attack (ranged): sling +3 (1d4+4)
Special Qualities: Half-orc traits, rage, fast movement, illiteracy
Saves: Fort +4, Ref +2, Will +0
Abilities: Str 18, Dex 14, Con 14, Int 8, Wis 10, Cha 8
Skills: Intimidate +3 (4), Listen +4 (4), Survival +4 (4)
Feats: Power Attack, Dervish
Equipment: Studded leather armor (20 lb.), Greataxe (12 lb.), dagger (1 lb.), morningstar (6 lb.), sling, 20 bullets (10 lb.), explorer's outfit, backpack (2 lb.), silk rope (5 lb.), waterskin (4 lb.), flint & steel, 6 x trail rations (6 lb.), grappling hook (4 lb.), 76 gp, 9 sp

Total: 70 lb.

Petite Petal, Halfling Wizard

MASTER OF PENTACLES
The subtle and complicated arts of summoning are as simple as numerals and the alphabet to you.
Prerequisite: Cheliax faction.
Benefit: Whenever you cast a spell of the conjuration (calling) or conjuration (summoning) school, you are at +2 caster level when determining the duration of the spell.

N Female Halfling Wizard (Conjurer) 1
Faction: Cheliax
Hit Points: 6
Initiative: +3
Speed: 20 ft.
Armor Class: 14, touch 14, flat-footed 11
Base Attack/Grapple: +0/-1
Attack (melee): quarterstaff +0 (1d4-1)
Full attack: quarterstaff +0 (1d4-1)
Attack (ranged): light crossbow +4 (1d6)
Special Qualities: summon familiar
Saves: Fort +4, Ref +3, Will +2
Abilities: Str 8, Dex 16, Con 14, Int 16, Wis 10, Cha 10
Skills: Concentration +6 (4), Knowledge (Arcana) +7 (4), Knowledge (History) +7 (4), Knowledge (Planes) +7 (4), Listen +2 (0), Spellcraft +7 (4), Spot +2 (0)
Feats: Spell Focus (Conjuration), Augmented Summoning, Master of Pentacles, Alertness (familiar)
Spells:

Level 0 (3/day): All except prohibited schools Enchantment and Necromancy
Level 1 (2+1/day): Mage Armor, Grease, Summon Monster I, Expeditious Retreat, Unseen Servant, Obscuring Mist

Languages: Common (Taldane), Halfling, Draconic, Kelish, Infernal
Equipment: quarterstaff (2 lb.), dagger (0.5 lb.), light crossbow (2 lb.), 20 bolts (0.5 lb.), explorer's outfit, backpack (2 lb.), waterskin (4 lb.), flint & steel, 6 x trail rations (6 lb.), spell component pouch (2 lb.), familiar (rat), spellbook (4 lb.)

Total: 23 lb.

Trogg Stumm

(4954-2)

DESERT SHADOW
You move with a quick and quiet grace and your enemies are often taken unawares by your silent speed.
Prerequisite: Qadira faction.
Benefit: You get a +2 on Move Silently skill checks. In addition, you do not take a penalty on Move Silently checks while moving at full speed.
Normal: You take a –5 penalty on Move Silently skill checks while moving at full speed.

Male Human Cleric of Sarenrae 1
Faction: Qadira
Hit Dice: 1d8 (10 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 16 (chain shirt, heavy wooden shield), touch 10, flat-footed 16
Base Attack/Grapple: +0/+2
Attack: +2 morning star 1d8+2
Special Qualities: Turn undead
Saves: Fort +4, Ref +2, Will +4
Abilities: Str 14, Dex 10, Con 14, Int 10, Wis 14, Cha 14
Skills: Concentration +6, Heal +6, Knowledge (religion) +4
Feats: Desert Shadow, Improved Initiative, Lightning Reflexes
Spells: 1/2
Domain spells: Cure Light Wounds, Endure Elements
Domain powers: Healing spells at +1 caster level, Greater turning
Equipment: Morningstar, chain shirt, heavy wooden shield, spell component pouch, wooden holy symbol of Sarenrae

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