CR 6 - 10
Archer, Journeyman
(Medium Winged Elf)
A bow specialist trained with military discipline. Regimented and firm in their attacks.
Hit Dice: 9d12+72 (136 hp)Initiative: +10
Movement: 30 ft and 60 ft. Fly (Average)
Armor Class: 23 (+7 Dex, +4 Armor, +1 Deflection, +1 Natural)
Base Attack/Grapple: +9/+10
Attack: Melee +19 Scimitar (1d6+6 15-20 x2) or Ranged +19 Longbow (1d10+6+1d6 electric 19-20 x3)
Full Attack: Melee +19/+14 Scimitar or Ranged +19/+14 Longbow
Space/Reach: 5 ft. / 5 ft.
Abilities: Hamstring
Special Qualities: Damage Reduction 2/-
Saves: Fort +8, Ref +16, Will +8
Attributes: Str 12, Dex 24, Con 14, Int 16, Wis 14, Cha 14
Skills: Acrobatics +9, Balance +13, Escape Artist +15, Investigate +10, Knowledge (Tactics) +10, Listen +15, Move Silently +15, Ride +13, Sabotage Device +5, Spot +17, and Swim +9
Feats: Weapon Group Fixation (Archer), Weapon Group Offensive (Archer), Alert, Careful Aim, Crack Shot, Improved Weapon Group Fixation (Archer), Improved Weapon Group Offensive (Archer), Forceful Shot, Deadly accuracy (Longbow), and Deadly Accuracy (One Handed: Curved Sword)
Environment: Any
Organization: Solitary, Pair, or Gang (3-7)
Difficulty Level: 9
Possessions: Long bow of Energy Aura +1, Scimitar +1, Articulated Gambeson +2, Cloak of Resistance +3, Gloves of Dexterity +2, Ring of Protection +1, Amulet of Natural Armor +1, Potion Belt, and Potion of healing touch (CL 5) x3. QGV 3,200gp - 4000gp
Spell/Attack Curve: High Attack, Non-Magical, Combat Focus
Definitions: Ranged Combatant and Ward
Abilities
Hamstring (Ex)
Use: 2 per dayAction: Attack Action
Target: Single Target
Duration: Instantaneous and permenant; see text.
An archer will shoot their bow at their target's Achilles tendon. If the attack hits the attack will suffer a -5 penalty to damage, but cannot reduce the damage to below. This attack cannot do less than 1 damage even if the character has damage reduction. The target must then make a Fortitude save DC 21 or gain the affliction hamstrung.
Spirit-Spear, Journeyman
Medium Hawk Fairy
Description
Hit Dice:
Initiative: 8d
Movement: 30 ft / 60 ft. Fly (Average)
Armor Class:
Base Attack/Grapple:
Attack:
Full Attack:
Space/Reach:
Abilities:
Special Qualities: Blight Sight 60 ft.
Saves: Fort, Ref, Will
Attributes: Str , Dex , Con, Int , Wis , Cha
Skills:
Feats:
Environment:
Organization:
Difficulty Level:
Possessions:
Spell/Attack Curve:
Definitions:
Swift-blade, Journeyman
Medium Elf
An elf with lethal looking poise, ready to flash into action with a small weapon of some sort.
Hit Dice: 9d8+72 (116 hp)
Initiative: +11
Movement: 30 ft
Armor Class: 26 (+8 Dex, +1 Parry, +5 Shield, +1 Deflection, +1 Natural)
Base Attack/Grapple: +6/+7
Attack: Melee +18 Short Sword (1d6+7 19-20 x2)
Full Attack: Melee +18/+13 Short Sword
Space/Reach: 5 ft. / 5 ft.
Abilities: Improved Opportunist (+4d6 Damage on disadvantaged foes), Tincture of Vigor, and Leaping Assault
Special Qualities: Immune to flanking by creatures level 14 and lower.
Saves: Fort +11, Ref +16, Will +7
Attributes: Str 12, Dex 26, Con 16, Int 16, Wis 14, Cha 14
Skills: Acrobatics +18, Balance +23, Beguile +10, Conceal +16, Counterfeit +11, Craft (Alchemy) +11, Diplomacy +4, Disguise +12, Escape Artist +22, Gather Information +12, Knowledge (Local) +11 Investigate +11, Listen +10, Sleight of hand +16, Profession (Locksmith) +10, Sabotage device +5, Spot +12, Swim +3
Feats: Weapon Fixation (Short Sword), Weapon Offensive (Short Sword), Alert, Improved Weapon Fixation (Short Sword), Improved Weapon Offensive (Short Sword), Weapon Defensive Training (Short Sword), Shield Focus (Buckler)
Environment: Any
Organization: Solitary, Pair, or Gang (3-6)
Difficulty Level DL 9
Possessions: Buckler +3, Short Sword +2, Gloves of Dexterity +2, Amulet of Constitution +2, Ring of Protection +1, Cloak of Resistance +2, and Ring of Natural Armor +1
Spell/Attack Curve: Medium Attack, Non-Magical, Generalist
Definitions: Acrobat and Nimble
Special note: When Fighting Defensively, a Journeyman Swift-blade suffers a -2 penalty to all attacks but gains +3 Dodge bonus to AC
Leaping Assault (Ex)
Uses: 3 per day
Action: Full Round
Range: 45 ft.
Target: Single Target
Duration: Instantaneous
Through methods specific to your character they manage to leap with a tremendous force. In a round a leaping character can jump as far as their maximum range and half as high at the zenith of the jump. This action does not require a running start nor does it provoke an attack of opportunity. This action can also be used offensively. When your character lands, if there is an enemy in a threatened square, a single attack can be rolled against one of them. If this attack hits the attack will deal an extra 3d6 + strength modifier.
Opportunist (Ex)
Action: Attack
Gain +4d6 with whatever attack was made against a sufficiently disadvantaged foe. This includes flanked foes, foes that are flat footed, or helpless foes. This will apply to multiple attacks. Whatever the primary damage type is, is the type of damage Opportunist gives. If this is done with a piercing weapon the bonus damage is piercing. With a touch spell it becomes whatever primary damage type the spell is e.g. fire damage.
Tincture of Vigor (Ex)
Use: 3 per day
Range: Touch
Target: Target Touched
Action: Standard
Duration: 1 minute
Either with magic, alchemy, or other means; your character applies the substance to themselves or an ally to gain greater effectiveness in combat. For the duration the character's movement speed is increased by 20 ft, dodge bonus is increased by +2, and they gain a +2 haste bonus to attack and damage. The movement bonus does not stack with Haste, but the attack and damage bonus does.
Sorcerer, Professional
(Medium Human)
A natural with magic that specializes in making their problems go away, with explosive prejudice.
Hit Dice: 10d4+70 (96 hp)Initiative: +3
Movement: 30 ft.
Armor Class: 23 (+3 Dex, +4 Insight, +3 Armor, +2 Deflection, +1 Natural)
Base Attack/Grapple: +5/+6
Attack: Melee +8 Dagger (1d4+1 19-20 x2)
Full Attack: Melee +8 Dagger
Space/Reach: 5 ft. / 5 ft.
Abilities: Improved Suppression Field and Greater Breath Weapon
Special Qualities: Re-roll failed will saves and 15 Cold Resistance
Saves: Fort +11, Ref +6, Will +9
Attributes: Str 12, Dex 16, Con 18, Int 16, Wis 18, Cha 22
Skills: Beguile +16, Concentration +14, Counterfeit +13, Craft(Alchemy) +13, Discern Intent +14, Diplomacy +22, Disguise +18, Escape Artist +13, Gather Information +8, Haggle +18, Intimidate +16, Knowledge (Arcana) +13, Perform (Flute) +16, Perform (Dance) +16, and Ride +13.
Feats: Signless Spell, Soundless Spell, Mixed Metamagic, Indomitable, and Disciplined Mind
Environment: Any
Organization: Solitary, Pair, or Gang (3-7)
Difficulty Level: 10
Possessions: Bracers of Armor +3, Gloves of Dex +2, Amulet of Wisdom +2, Cloak of Charisma +2, Advanced Simplex Vajra +2, Ring of Protection +2, Amulet of Natural Armor +1, and a dagger. QGV 4,400gp - 5,300gp
Spell/Attack Curve: Low Attack, Advanced Magic, Specialist
Definitions: Sorcery, Draconic Bloodline, and Unarmored Dirge
Abilities
Greater Breath Weapon (Ex)
Use: 5 per dayAction: 1 Standard Action
Target: 180 ft. Line
Duration: Instantaneous
Reflex Save: DC 19 for half damage
Line breath weapon deals 6d10 cold damage in a 180 ft. line.
Improved Suppression Field (Su)
Use: 7 per dayAction: Swift Action
Effect: 20 ft. radius Self
Duration: 10 hours
Will Save: DC 21
Any non-ally in this field suffers a -3 morale penalty to Attacks and AC. Other effects below have a Charisma-based save. Once a non-ally enters the field they must roll a save against it, if they succeed they become immune for 24 hours. If they fail they remain failed for 24 hours or until the effect changes. Only one effect can be active at a time, and it is a swift action to change it.
Vulnerability: Become vulnerable to a selected energy type, Heat, Cold, Electric, Acid, or Sonic. Subjects will also take 1d4 damage of the selected type around.
Wounding: Any time a non-ally takes damage, they will take another 3 damage.
Mire: Non-allies have their movement speeds reduced by 10
Armor Breaking: Non-allies have all physical damage reductions reduced by 9
Ruiner: Non-allies gain a -3 luck penalty to any one of the following; Will, Fortitude, Reflex.
Spell Casting
Spell Proficiency: 2
Caster Level: 10
Spells Known: 4 - 5/5/4/4/3
Spells Per Day: 7/6/4/4/3
Advanced Simplex (from Focus) (DC 18)
Greater Missile StrikeSimplex (DC 18)
LightDistract
Arcane Tricks
Detect Magic
Spell Level 1 (DC 19)
ShieldEnergy Spray
Sonic Lance
Slow Fall
Harming Touch
Spell Level 2 (DC 20)
ScanMote
Invisibility
Lesser Signal Scramble
Negative Thaumic Pulse
Spell Level 3 (DC 21)
Breathweave MissileSiphon Shield
Palm Toss
Moderate Magic Missile
Spell Level 4 (DC 22)
Steel SkinScry
Cold Cloak
Greater Invisibility
Spell Level 5 (DC 23)
Cold ChainNeed more spells
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