Adventurers

Description:
Edvin
Human Bard 1
CR 1
Alignment: Chaotic Neutral
Initiative: +2 Speed: 30 ft. (6 squares)
Hit Dice: 1d6 +3 (9 hp)
AC/tch/ff: 17/12/15 (armor +4, shield +1, dexterity +2)
Saves: Fort +0, Ref +4, Will +1
BAB/Grapple: +0 / +1 Space/Reach: 5 ft./5 ft.
Attack (melee): Rapier +1 (1d6 +1, 18-20×2) or Shortbow +2 (1d6, 19-20×2)
Full Attack: as above
Special Attacks: none
Special Qualities: countersong, fascinate, inspire courage (standard to begin, lasts 5 rounds after stop, +1 save vs charm/fear, +1 attack, +1 damage)
Abilities: Str 12, Dex 14, Con 11, Int 13, Wis 9, Cha 15
Skills: Bluff +6, Concentration +4 ( +8), Diplomacy +6, Gather Information +6, Knowledge (Various) +1, Listen +3, Perform +6
Feats: Combat Casting, Toughness
Spells (2 per day) :
Level 0: Detect Magic, Summon Instrument, Light, Mage Hand
Treasure: rapier, chain shirt, performer’s outfit, traveler’s outfit,
Erik
Half-Elf Sorcerer 1
CR 1
Alignment: Chaotic Neutral
Initiative: +2 Speed: 30 ft. (6 squares)
Hit Dice: 1d4 +1 (5 hp)
AC/tch/ff: 16/12/14 (mage armor +4, dexterity +2)
Saves: Fort +1, Ref +2, Will +2
BAB/Grapple: +0 / -1 Space/Reach: 5 ft./5 ft.
Attack (melee): Dagger +0 (1d4/19-20)
Full Attack: as above
Special Attacks: none
Special Qualities: sleep immunity, +2 save vs enchantment, low-light vision
Abilities: Str 9, Dex 14, Con 13, Int 12, Wis 11, Cha 15
Skills: Bluff +5, Concentration +4 ( +8), Diplomacy +4, Gather Information +4, Hide +2, Knowledge: Arcana +3, Listen +1, Move Silently +2, Ride +2, Search +2, Spellcraft +3, Spot +1
Feats: Combat Casting
Spells (5/2 (4) per day) :
Level 0: Detect Magic, Ghost Sound, Prestidigitation, Dancing Lights (up to 4 lights in 10’ radius, speed 100’, duration 1 min).
Level 1: Mage Armor (+4 AC, 1 hour, already cast), Burning Hands (15’ cone, 1d4 damage + catch fire, Reflex DC 13 1/2) (1 already cast)
Treasure: masterwork dagger, spell component pouch, pens, ink, paper, holy symbol of Seker, traveler’s outfit, 73 GP, scroll of sleep (DC 13, 10’r, up to 4 HD starting with fewest HD and closest, 1 min/lvl)
  • Catching fire – Reflex DC 15 to not catch fire. If fail take 1d6 damage. Each subsequent round, make another save to put the fire out, or take damage again. “Stop drop and roll” or equivalent gives another save at +4.
Jaq
Human Cleric of Shang Ta 1
CR 1
Alignment: Lawful Good
Initiative: +6 Speed: 30 ft. (6 squares)
Hit Dice: 1d8 -1 (7 hp)
AC/tch/ff: 15/12/13 (armor +3, dexterity +2)
Saves: Fort +2, Ref +3, Will +5
BAB/Grapple: +0 / +1 Space/Reach: 5 ft./5 ft.
Attack (melee): Heavy Mace +1 (1d8 +1)
Full Attack: as above
Special Attacks: none
Special Qualities: none
Abilities: Str 13, Dex 14, Con 9, Int 11, Wis 15, Cha 12
Skills: Concentration +2, Diplomacy +1, Heal +4, Knowledge (Religion) +1, Listen +4, Sense Motive +4, Spot +6
Feats: Alertness, Improved Initiative
Spells (4/3 per day) :
Level 0: Create Water (25’ range, 2 gallons), Cure Minor Wounds (touch, 1 HP), Light (touch, 10 min), Read Magic
Level 1: Divine Favor (self, +1 hit/damage, 1 minute), Hide from Undead, Obscuring Mist (20’ radius around self, concealment at 5’, total concealment beyond), Longstrider (self, +10’ speed)
Treasure: heavy mace, masterwork studded leather armor, cloak of resistance +1, pens, ink, paper, holy symbol of Shang Ta, traveler’s outfit, 47 GP
Rosewind
Half-Elf Druid 1
CR 1
Alignment: Chaotic Neutral
Initiative: +1 Speed: 30 ft. (6 squares)
Hit Dice: 1d8 -1 (7 hp)
AC/tch/ff: 13/11/12 (leather armor +2, dexterity +1)
Saves: Fort +1, Ref +1, Will +4
BAB/Grapple: +0 / +0 Space/Reach: 5 ft./5 ft.
Attack (melee): Scimitar +0 (1d6/18-20)
Full Attack: as above
Special Attacks: none
Special Qualities: sleep immunity, +2 save vs enchantment, low-light vision
Abilities: Str 11, Dex 12, Con 9, Int 13, Wis 15, Cha 14
Skills: Concentration +3, Diplomacy +4, Gather Information +4, Handle Animal +5, Heal +5, Hide +1, Knowledge (Nature) +6, Listen +4, Ride +4, Search +2, Spellcraft +3, Spot +4, Survival +4, Swim +0, Use Rope +1
Feats: Track
Spells (4/3 per day) :
Level 0: Detect Magic, Flare (dazzle for 1 minute, -1 to hit, Fort negates), Resistance (target(s) touched gets +1 to saves for 1 minute)
Level 1: Cure Light Wounds (touch, 1d8 +1 HP), Produce Flame (melee or ranged touch, 1d6 +1 fire damage)
Treasure: scimitar, leather armor, spell component pouch, traveler’s outfit, 73 GP, potion of enlarge person
  • When enlarged, Rosewind has AC 11/9/10, Reflex +0, and attacks at +0 for 1d8 +1 / 19-20
Xavia
Wolf (animal companion 1)
CR 1
Alignment: Neutral
Initiative: +2 Speed: 50 ft. (10 squares)
Hit Dice: 2d8 +4 (13 hp)
AC/tch/ff: 14/12/12 (natural armor +2, dexterity +2)
Saves: Fort +5, Ref +5, Will +1
BAB/Grapple: +1 / +2 Space/Reach: 5 ft./5 ft.
Attack (melee): Bite +3 (1d6 +1)
Full Attack: as above
Special Attacks: free trip attempt (+1) on successful bite attack
Special Qualities: low-light vision, scent
Abilities: Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Skills: Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1 ( +5)
Feats: Track, Weapon Focus (bite)
Bio:

A group of young adventurers who, flush with excitement and wealth from their first adventure, started a fight with members of the City Watch at the Frog and Toad Lodge, despite the best efforts of Watch Corporal Da’ni Bu’uman to defuse the situation. The resulting melee didn’t go very well for the adventurers, but Watch Sergeant Elial “Cody” Litman let them off with a warning and some creative fines.

Edvin is a human bard with a shock of prematurely white hair and an ego the size of Viridumar.

Erik is a handsome, dark-skinned half-elf sorcerer dressed in brown and red robes. He seems to specialize in fire spells.

Jaq is a tall blond man wearing the robes of a traveling cleric of Shang Ta. He has a quiet, almost furtive air about him.

Rosewind, another half-elf, is very clearly a druid. If her rustic leathers or her discomfort with the urban surroundings didn’t give her away, the wolf by her side certainly would.

Adventurers

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