Surm's Cohorts

Description:

Leilatha Amberglade Elf_Female_Bard.jpg

LG Bard lvl: 1 ; ( 19 / 133 yo , Elf , Female )
Init: +3 ; Senses: Low-Light Vision , Perception +6
DEFENSE
HP: 8 Frt: +0 Ref: +5 Wil: +4
AC: 13 tch: 13 fl-ftd: 10 ( +3 DX , )
none +0 ( +0 / -0 / 0% / 0’ )
OFFENSE
BAB: +0 CMB: -3 CMD: 10 Spd: 30’
Lt X-bow +3 dam: d8 19-20 ; 20 bolts
Sh Sword -3 dam: d6-3 19-20
4 Spells: 0 lvl: ( at will ) Dancing Lights ; Detect Magic ; Ghost Sound ; Read Magic
2 Spells: 1 lvl: ( 2/day ) Cure Light Wounds ; Grease
STATISTICS
ST 05 -3 DX 16 +3 CN 11 - IN 19 +4 WS 10 - CH 17 +3
FEATS
Iron Will +2
RACIAL
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance and on Spellcraft skill checks made to identify the properties of magic items.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
CLASS
Bard: All simple weapons , + long sword , rapier , sap , short sword , short bow , and whip ; light armor ; shields (except tower shields). A bard can cast bard spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance.
Bardic Knowledge (Ex): A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.
Bardic Performance A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.
SKILLS ( Elven , Tradespeak )
Acrobatics Dex 0 +0 / Appraise Int 0 +0 / Bluff Chm 1 +7 /
Climb Str 0 +0 / Craft: Int 0 +0 / Diplomacy Cha 1 +7 /
Disguise Cha 0 +0 / Escape Art Dex 1 +7 / Intimidate Cha 0 +0 /
Kn: Arcana Int 1 +8 / Kn: Dungeon Int 0 +0 / Kn: Engine Int 0 +0 /
Kn: Geog Int 0 +0 / Kn: Hist Int 0 +0 / Kn: Local Int 1 +8 /
Kn: Nature Int 0 +0 / Kn: Nobil Int 0 +0 / Kn: Planes Int 0 +0 /
Kn: Relig Int 1 +8 / Linguistics Int 0 +0 / Perception Wis 1 +6 /
P: Dance Cha 1 +7 / P: Percussion Cha 1 +7 / Profess: Wis 0 +0 /
Sense Mot Wis 1 +4 / Slght Hand Dex 0 +0 / Spellcraft Int 0 +0 /
Stealth Dex 1 +7 / Use Mag Dev Cha 0 +0 /
Gear: (Light: 16# / Total Carried: 14.5#)
Lt. Xbow #4 ; 20 Bolts #2 ; Sh Sword #2 ; Explorer’s Outfit ; Spell Com Pouch #2 ; Waist Pouch #0.5 (15#) ; Waterskin #4
Money: 00 pp , 51 gp , 09 sp , 00 cp 8 Rations #8 ; Bedroll #5 ; Blanket #3

Ornthalas Highwillow Elf_Male_2.jpg

LN Fighter lvl: 1 ; ( 20 / 141 yo , Elf , Male )
Init: +7 ; Senses: Low-Light Vision , Perception +0
DEFENSE
HP: 10 Frt: +2 Ref: +3 Wil: +2
AC: 18 tch: 14 fl-ftd: 14 ( +3 Dx , +1 Dg, +4 Ar, +1 Sh )
Lamellar +4 ac ( +3 / -2 / 20% / 30’ )
Buckler +1 ac ( – / -1 / 5% / – )
OFFENSE
BAB: +1 CMB: +3 CMD: 16 Spd: 30’
Lng Sword +3 dam: d8+2 19-20
Punch Dag +3 dam: d4+2 x3
STATISTICS
ST 15 +2 DX 16 +3 CN 11 - IN 14 +2 WS 14 +2 CH 12 +1
FEATS
Dodge +1 AC Imp Init +4
RACIAL
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance and on Spellcraft skill checks made to identify the properties of magic items.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
CLASS
Fighter: Proficient with all simple and martial weapons and with all armor (hvy, lgt, and med) and shields (including tower shields).
SKILLS ( Elven , Tradespeak )
Climb Str 1 +6 / Craft: Int 0 +0 / Han Animal Cha 0 +0 /
Intimidate Cha 1 +5 / Kn: Dungeon Int 0 +0 / Kn: Engine Int 0 +0 /
Perception Wis 1 +3 / Profess: Wis 0 +0 / Ride Dex 1 +7 /
Survival Wis 0 +0 / Swim Str 1 +6 /
Gear: (Light: 66# / Total Carried: 71#)
Lamellar #25 ; Buckler #5 ; Lng Sword #4 ; Punch Dagger #1 ; Explorer’s Outfit ; Belt Pouch #0.5 (10#) ; Waterskin #4 ; Backpack #0.5
Bedroll #5 ; Blanket #3 ; 50’ Hemp Rope #10 ; 5 Torches #5 ; 8 Rations #8
Money: 00 pp , 84 gp , 03 sp , 05 cp

Rallientha Nightthorn Cohort_Rallientha.jpg

NG Ranger lvl: 1 ; ( 19 / 138 yo , Elf , Female )
Init: +3 ; Senses: Low-Light Vision , Perception +7
DEFENSE
HP: 11 Frt: +3 Ref: +5 Wil: +3
AC: 15 tch: 13 fl-ftd: 12 ( +3 Dx , +2 Ar )
Leather +2 ac ( +6 / -0 / 10% / 30’ )
OFFENSE
BAB: +1 CMB: +2 CMD: 15 *Spd: 35’
Long Sword +2 dam: d8+1 19-20
Dagger +2 dam: d4+1 19-20
Short Bow +4 dam: d6 x3 ; 60’ range ; 20 Arrows
STATISTICS
ST 12 +1 DX 17 +3 CN 12 +1 IN 16 +3 WS 17 +3 CH 09 -1
FEATS
Fleet +5’ in light or no armor
RACIAL
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance and on Spellcraft skill checks made to identify the properties of magic items.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
CLASS
Ranger: Proficient with all simple and martial weapons and with all armor (hvy, lgt, and med) and shields (except tower shields).
Favored Enemy (Ex): ( Magical Beasts ) Gain a +2 bonus on Bluff , Knowledge , Perception , Sense Motive , and Survival checks and a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Wild Empathy (Ex): This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls ( d20 + Ranger lvl + Ch ) to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent , while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30’ of one another under normal visibility conditions. Generally , influencing an animal in this way takes 1 minute , but , as with influencing people , it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2 , but he takes a –4 penalty on the check.
SKILLS ( Elven , Tradespeak )
Climb Str 1 +5 / Craft: Int 0 +0 / Han Animal Cha 1 +3 /
Heal Wis 1 +7 / Intimidate Cha 0 +0 / Kn: Dungeon Int 1 +7 /
Kn: Geog Int 1 +7 / Kn: Nature Int 1 +7 / Perception Wis 1 +7 /
Profess: Wis 0 +0 / Ride Dex 0 +0 / Spellcraft Int 0 +0 /
Stealth Dex 1 +7 / Survival Wis 1 +7 / Swim Str 1 +5 /
Gear: (Light: 43# / Total Carried: 00#)
Leather #15 ; Lng Sword #4 ; Dagger #1 ; Short Bow #2 ; 20 Arrows #1 ; Explorer’s Outfit ; Belt Pouch #0.5 (10#)
Waterskin #4 ; Backpack #0.5 ; Bedroll #5 ; Blanket #3 ; 50’ Hemp Rope #10 ; 5 Torches #5 ; 8 Rations #8
Money: 00 pp , 54 gp , 03 sp , 05 cp

Kestras Sungazer

NG Sorcerer lvl: 1 ; ( 25 yo , Halfling , Female ) ; Solar Bloodline
Init: +2 ; Senses: Low-Light Vision , Perception +0
DEFENSE
HP: 06 Frt: +0 Ref: +2 Wil: +3
AC: 12 tch: 12 fl-ftd: 10 ( +2 Dx )
none +0 ( +0 / -0 / 0% / 0’ )
OFFENSE
BAB: +0 CMB: -2 CMD: 10 *Spd: 20’
Dagger -2 dam: d3-2 19-20
Light Crossbow +2 dam: d6 19-20 ; 80’ range ; 10 bolts
4 Spells: 0 lvl: ( at will ) Dancing Lights ; ; Detect Magic ; ; Mage Hand ; ; Message
2 Spells: 1 lvl: ( 4/day ) Burning Hands ; ; Mage Armor
STATISTICS
ST 06 -2 DX 14 +2 CN 10 - IN 14 +2 WS 12 +1 CH 16 +3
FEATS
Eschew Materials Combat Casting (+4 concentrate)
RACIAL
Size: Halflings are Small creatures and gain a +1 size bonus to their AC and attack rolls , a –1 penalty to their CMB and CMD , and a +4 size bonus on Stealth checks. Halflings have a base speed of 20 feet.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb checks.
Keen Senses: Halflings receive a +2 racial bonus on Perception checks.
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
CLASS
Sorcerer: Proficient with all simple weapons but not with any type of armor or shield.
Eschew Materials: A sorcerer gains Eschew Materials as a bonus feat at 1st level.
Solar Bloodline: Whenever you cast a spell with the fire descriptor , if it deals damage , it deals +1 point of damage per die rolled. Gain Perception as a class skill.
Sunsight (Su): At 1st level, you gain low-light vision and cannot be dazzled.
SKILLS ( Elven , Tradespeak )
Appraise Int 0 +0 / Bluff Cha 1 +7 / Craft: Int 0 +0 /
Fly Dex 0 +0 / Intimidate Cha 1 +7 / Kn: Arcana Int 1 +6 /
Linguistics Int 0 +0 / Perception Wis 1 +5 / Profess: Wis 0 +0 /
Spellcraft Int 1 +6 / Use Mag Dev Cha 0 +0 /
Gear: (Light: 20# / Total Carried: 00#)
Light Crossbow #2 ; Dagger #0.5 ; 10 Bolts #0.5 ; Explorer’s Outfit ; Belt Pouch #0.5 (10#)
Waterskin #4 ; Backpack #0.25 ; Bedroll #2.5 ; Blanket #1.5 ; 8 Rations #8
Money: 00 pp , 23 gp , 03 sp , 05 cp

Surm's Cohorts

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