Wednesday, May 18, 2011

Company of the Black Flag

I took the time to do full stats for the rival adventuring party that started to come to life in the last session. Believe it or not, I actually had fun doing it. I know, it's a sickness! For your viewing pleasure, I present the Company of the Black Flag:


ROLLINS    CR 4
Male Human (Chelaxian) Fighter 5
LE Medium Humanoid (Human)
Init +7; Senses Perception +1

DEFENSE

AC 22, touch 14, flat-footed 19   (+7 armor, +1 shield, +3 Dex, +1 deflection)
hp 44 (5d10+5)
Fort +5, Ref +4, Will +0
Defensive Abilities Bravery +1

OFFENSE

Spd 30 ft.
Melee +1 Longsword +12 (1d8+8/19-20/x2) or
Two-Weapon Fighting +1 Longsword +10 (1d8+8/19-20/x2) and +1 Shortsword +8 (1d6+5/19-20/x2)
Ranged Masterwork Shortbow, Composite (Str +3) +9 (1d6+3/20/x3)
Special Attacks Weapon Training: Blades, Heavy

STATISTICS

Str 16/18, Dex 17, Con 12, Int 13, Wis 8, Cha 10
Base Atk +5; CMB +9; CMD 23
Feats Combat Expertise +/-2, Double Slice, Improved Initiative, Two-weapon Defense, Two-weapon Fighting, Weapon Focus: Longsword, Weapon Specialization: Longsword
Skills Acrobatics +6, Climb +8, Escape Artist +1, Fly +1, Intimidate +7, Perception +1, Ride +1, Stealth +1, Survival +5, Swim +8
Languages Common, Varisian
SQ Armor Training 1 (Ex)
Combat Gear +1 Longsword, +1 Shortsword, Masterwork Shortbow, Composite (Str +3), +1 Breastplate; Other Gear Alchemist's fire (flask), Backpack (empty), Belt of Giant Strength, +2, Potion of Cure Moderate Wounds, Ring of Protection, +1

SPECIAL ABILITIES

Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Bravery +1 (Ex) +1 Will save vs. Fear
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Two-weapon Defense +1 to AC while wielding 2 weapons. +2 when doing so defensively.
Weapon Training: Blades, Heavy +1 (Ex) +1 Attack, Damage, CMB, CMD with Heavy Blades
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RAPHAEL    CR 4
Male Tengu Rogue 5
NE Medium Humanoid (Tengu)
Init +4; Senses Low-Light Vision; Perception +12

DEFENSE

AC 20, touch 15, flat-footed 15   (+5 armor, +4 Dex, +1 dodge)
hp 38 (5d8+5)
Fort +2, Ref +8, Will +3
Defensive Abilities Evasion, Trap Sense +1, Uncanny Dodge

OFFENSE

Spd 30 ft.
Melee +1 Frost Sai +7 (1d4+2/20/x2) and Masterwork Cold Iron Sai +7 (1d4/20/x2),
   Bite +2 (1d3/20/x2) 
Ranged Masterwork Shortbow, Composite (Str +1) +8 (1d6+1/20/x3)
Special Attacks Sneak Attack +3d6

STATISTICS

Str 12, Dex 19, Con 12, Int 10, Wis 15, Cha 8
Base Atk +3; CMB +4; CMD 19
Feats Dodge, Exotic Weapon Proficiency: Sai, Rogue Weapon Proficiencies, Two-weapon Fighting, Weapon Finesse, Weapon Focus: Sai
Skills Acrobatics +12, Bluff +7, Climb +5, Disguise +3, Escape Artist +8, Intimidate +3, Linguistics +12, Perception +12, Sense Motive +9, Sleight of Hand +12, Stealth +19, Swim +5, Use Magic Device +3
Languages Azlanti, Boggard, Common, Dark Folk, Goblin, Shoanti, Strix, Tengu, Thassilonian, Tien, Undercommon, Varisian
SQ Trapfinding +2
Combat Gear +2 Shadow Studded Leather, +1 Frost Sai, Masterwork Cold Iron Sai, Masterwork Shortbow, Composite (Str +1)

SPECIAL ABILITIES

Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Sneak Attack +3d6 +3d6 damage if you flank your target or your target is flat-footed.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +2 +2 to find or disable traps.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
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WOOTIN    CR 5
Male Human Sorcerer 6
CE Medium Humanoid (Human)
Init +0; Senses Perception +1

DEFENSE

AC 10, touch 10, flat-footed 10
hp 44 (6d6+18)
Fort +4, Ref +3, Will +6
DR 5/lethal; Resist cold 5

OFFENSE

Spd 30 ft.
Melee Masterwork Dagger +4 (1d4/19-20/x2)
Spell-Like Abilities Grave Touch (3r) (8/day)
Sorcerer Spells Known (CL 6, +3 melee touch, +3 ranged touch):
3 (4/day) Fly
2 (6/day) False Life, Web (DC 17), Summon Swarm
1 (8/day) Chill Touch (DC 17), Cause Fear (DC 17), Ray of Enfeeblement (DC 17), Color Spray (DC 16), Expeditious Retreat
0 (at will) Daze (DC 15), Detect Poison, Read Magic, Message, Light, Detect Magic, Ray of Frost

STATISTICS

Str 11, Dex 8/10, Con 15, Int 15, Wis 12, Cha 20
Base Atk +3; CMB +3; CMD 13
Feats Additional Traits, Combat Casting, Eschew Materials, Spell Focus: Necromancy, Toughness +6
Traits Deft Dodger, Suspicious
Skills Appraise +11, Bluff +9, Diplomacy +9, Escape Artist +3, Fly +9, Intimidate +9, Sense Motive +11, Spellcraft +11, Use Magic Device +9
Languages Abyssal, Boggard, Common
SQ Undead
Combat Gear Masterwork Dagger; Other Gear Backpack (empty), Belt of Incredible Dexterity, +2, Potion of Cure Moderate Wounds, Potion of Gaseous Form, Robe of Bones, Scroll: Deep Slumber, Obscuring Mist, Dispel Magic, Wand of Magic Missile

SPECIAL ABILITIES

Combat Casting +4 to Concentration checks to cast while on the defensive.
Damage Reduction (5/lethal) You have Damage Reduction against non-lethal damage
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Eschew Materials Cast without materials, if material cost is <= 1gp.
Grave Touch (3r) (8/day) (Sp) Melee touch attack leaves target shaken for 3 rounds or frightened for 1 round.
Spell Focus: Necromancy Spells from one school of magic have +1 to their save DC.
Undead Some undead are susceptible to your mind-affecting spells. Corporeal undead that were once humanoids are treated as humanoids for the purposes of determining which spells affect them.
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ATTICUS BLACKWOOD    CR 3
Male Ghoul Cleric 3
LE Medium Undead
Init +3; Senses Darkvision (60 feet); Perception +10

DEFENSE

AC 19, touch 13, flat-footed 16   (+4 armor, +3 Dex, +2 natural)
hp 52 (5d8+25)
Fort +9, Ref +5, Will +12
Defensive Abilities Channel Resistance +2; Immune ability drain, bleeds, death effects, energy drain, exhaustion, fatigue, physical ability damage, disease, mind-affecting, non-lethal damage, paralysis, poison, sleep, stunning, Undead Traits

OFFENSE

Spd 30 ft.
Melee Bite (Ghoul) +6 (1d6+2/20/x2) and Claw x2 (Ghoul) +7 x2 (1d6+2/20/x2)
Special Attacks Bleeding Touch 1 rounds (8/day), Destructive Smite +1 (8/day), Paralysis (1d4+1 rounds, elves are immune) (DC 17)
Spell-Like Abilities Bleeding Touch 1 rounds (8/day)
Cleric Spells Known (CL 3, 5 melee touch, 6 ranged touch):
2 (2/day) Hold Person (DC 17), Death Knell (DC 17), Spiritual Weapon
1 (4/day) Protection from Good, Command (DC 16), Cause Fear (DC 16), Obscuring Mist, Bane (DC 16)
0 (at will) Resistance, Detect Magic, Bleed (DC 15), Guidance

STATISTICS

Str 14, Dex 17, Con -, Int 17, Wis 21, Cha 20
Base Atk +3; CMB +5; CMD 18
Feats Command Undead (DC 16), Selective Channeling, Weapon Focus: Claw
Skills Climb +6, Diplomacy +13, Heal +13, Intimidate +13, Perception +10, Sense Motive +13, Spellcraft +7, Stealth +11
Languages Abyssal, Celestial, Common, Infernal
SQ Aura (Ex), Channel Negative Energy 2d6 (8/day) (DC 16) (Su), Cleric Domain: Death, Cleric Domain: Destruction, Disease (DC 17) (Su), Spontaneous Casting
Combat Gear Mithral Shirt; Other Gear Cloak of Resistance, +1

SPECIAL ABILITIES

Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Bleeding Touch 1 rounds (8/day) (Sp) Melee touch attack deals 1d6 bleeding damage.
Channel Negative Energy 2d6 (8/day) (DC 16) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Channel Resistance +2 +2 bonus to save vs. Channel Energy.
Cleric Domain: Death Granted Powers: You can cause the living to bleed at a touch, and find comfort in the presence of the dead.
Cleric Domain: Destruction Granted Powers: You revel in ruin and devastation, and can deliver particularly destructive attacks.
Command Undead (DC 16) Channel energy can take control of undead.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Destructive Smite +1 (8/day) (Su) You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level (minimum 1). You must declare the destructive smite before making the attack.
Disease (DC 17) (Su) Ghoul Fever: Bite-injury; save Fort DC 13; onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based. A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast.
Immune to Ability Drain Immune to ability drain
Immune to Bleeds You are immune to bleeds.
Immune to Energy Drain Immune to energy drain
Immune to Exhausted You are immune to the exhausted condition.
Immune to Fatigue You are immune to the fatigued condition.
Immune to Physical Ability Damage Immune to ability damage to your physical abilities.
Immunity to Non-lethal Damage You are immune to Non-Lethal Damage
Paralysis (1d4+1 rounds, elves are immune) (Fort DC 17) This special attack renders the victim immobile. Paralyzed creatures cannot move, speak, or take any physical actions. The creature is rooted to the spot, frozen and helpless. Unlike hold person and similar effects, a paralysis effect does not allow a new save each round.
Selective Channeling Exclude targets from the area of your Channel Energy.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Undead Traits Undead are immune to death effects, disease, mind-affecting effects (charms, compulsions, morale effects, phantasms, and patterns), paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects
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Those are some serious stat blocks!