Thaim

XP 600
Malehumanranger3
N Mediumhumanoid(human)
Init+1;SensesPerception+6

DEFENSE

AC15, touch 11,flat-footed14 (+4armor, +1 Dex)
hp25 (3d10+9)
Fort+6,Ref+4,Will+1

OFFENSE

Speed30 ft.
Melee+1 longspear +6 (1d8+3/×3) or mwk shortspear +6 (1d6+2)
Rangedmwk shortspear +5 (1d6+2) or mwk sling +5 (1d4+2) or javelin +4 (1d6+2) (add +1 to damage if within 30 ft)
Special Attacksfavored enemy (animals +2)

Tactics
Before CombatThaim thinks like a hunter and tries to arrange the conditions of the battle as if he were hunting an animal, mainly by relying on surprise.
During Combat. If he must fight on the ground, he uses his longspear, or shortspear and shield if his enemy is particularly dangerous (AC 17, touch 11, flat-footed 16 [+4 armor, +1 Dex, +2 shield]).

STATISTICS

Str14,Dex13,Con17,Int8,Wis10,Cha12
Base Atk +3;CMB+5;CMD16
FeatsAnimal Affinity,Endurance,Far Shot, Mounted Combat, Point-Blank Shot,Trample
SkillsClimb+4,Handle Animal+9,Heal+4,Knowledge(nature) +5,Perception+6,Perform(Dance) +2,Ride+7,Stealth+5,Survival+6
LanguagesHallit
SQfavored terrain (plains +2), track +1, wild empathy +4
Combat Gearpotion ofcure light wounds(3);Other GearCombat Gear potion of cure light wounds (2), potion of cure moderate wounds, potion of shield of faith +3; Other Gear +1 leather armor, +1 longsword,

sling with 20 stones, masterwork short spear, backpack, lucky tankard, rations (2), silk rope, 50 gp

Thame is a master hunter who enjoys the thrill of the hunt.

Fetid Almoner (Human Cleric 3)

XP 600
Humanclericof Urgathoa 3
NE MediumHumanoid(human)
Init+0;SensesPerception+2

DEFENSE

AC16, touch 10,flat-footed16 (+6 armor)
hp22 (3d8+9)
Fort+8,Ref+1,Will+5

OFFENSE

Speed20 ft.
Meleemwk scythe +5 (2d4+1/×4)
Special Attackschannel negative energy 2/day (DC 10, 2d6)
DomainSpell-Like Abilities(CL 3rd;concentration+5)

5/day—bleeding touch, strength surge +1

Spells Prepared(CL 3rd;concentration+5)

2nd—bull’s strengthD,ghoul hunger(DC 14),status
1st—cause fearD(DC 13),cure light wounds,obscuring mist,shield of faith
0 (at will)—bleed(DC 12),detect magic,resistance,stabilize

DDomain spell;DomainsDeath, Strength

STATISTICS

Str13,Dex10,Con16,Int12,Wis15,Cha8
Base Atk+2;CMB+3;CMD13
FeatsCommand Undead, Great Fortitude,Weapon Focus(scythe)
SkillsHeal+8,Knowledge(Religion) +7,Profession(brewer) +8,Sleight of Hand+3,Spellcraft+7
LanguagesCommon, Varisian
SQaura
Combat Gearpotion ofcure light wounds,scroll ofcontagion;Other Gearmasterwork breastplate, masterwork scythe, unholy symbol

In dark, hidden places, Urgathoa’s followers gather for reverie and unspeakable experimentation. Few of their goals, from gluttonous feasts to ascension to undeath, can be accomplished alone, and their indulgences often attract stragglers dissatisfied with their lot in life. Cults in civilized areas grow and fester with phenomenal speed, a unique strength of Urgathoa’s hedonistic faith. The Pallid Princess’s almoners specialize in distributing her gifts to unwitting supplicants, with tainted food and wine being their favorites for the poor, and venereal afflictions to lay low the powerful following close behind.

Orik Vancaskerkin (Human Fighter 3)

XP 600
Male human fighter 3
CN Medium humanoid
Init+1;SensesPerception +11

DEFENSES

AC21, touch 11, flat-footed 20 (+8 armor, +1 Dex, +2 shield)
hp30 (3d10+9)
Fort+5,Ref+2,Will+2 (+3 against fear)

OFFENSE

SpeedSpeed 20 ft.
Meleemwk bastard sword +8 (1d10+3/19–20)
Rangedcomposite longbow +4 (1d8/×3)

STATISTICS

Str17,Dex13,Con14,Int10,Wis12,Cha8Base Atk+3;CMB+6;CMD17FeatsAthletic, Blind-Fight, Exotic Weapon Proficiency (bastard sword), Power Attack, Weapon Focus (bastard sword)SkillsClimb +6, Intimidate +5, Swim +6LanguagesCommon, GoblinSQarmor training +1, bravery +1Combat Gearpotion of cure moderate wounds;Other Gear+1 banded mail, masterwork heavy steel shield, masterwork bastard sword, composite longbow with 20 arrows, everburning torch, 2 pp

Tactics: Orik is pretty straight forward and fairly simple. He uses his power attack ability as often as possible.

Power attack: -1 to attack add +2 to all damage Lyrie Akenja (Human Wizard 3)

XP 600
Female human wizard 3
CE Medium humanoid
Init+2;SensesPerception +2

DEFENSES

AC17, touch 13, flat-footed 14 (+4 armor, +2 Dex, +1 dodge)
hp19 (3d6+6)
Fort+3,Ref+4,Will+4

OFFENSE

Speed30 ft.
Meleedagger +0 (1d4–1/19–20)

Ranged crossbow+2 (1d8/ 2x)
Special Attackshand of the apprentice (7/day, +4 ranged)
Spells Prepared(CL 3rd)

2nd—mirror image, shatter(DC 15)
1st—burning hands(DC 14), mage armor, ray of enfeeblement(DC 14)
0—acid splash, detect magic, prestidigitation, ray of frost

STATISTICS

Str8,Dex14,Con12,Int17,Wis10,Cha13Base Atk+1;CMB+0;CMD13FeatsAlertness (as long as Skivver's in arm's reach), Dodge, Mobility, Scribe Scroll, Spell Focus (evocation)

SkillsAppraise +9, Knowledge (arcana) +9, Knowledge (engineering) +9, Knowledge (local) +9, Linguistics +9, Stealth +5, Spellcraft +9LanguagesCommon, Draconic, Elven, Goblin, Giant, Thassilonian, VarisianSQarcane bond (cat familiar named Skivver)

Combat Gearwand of magic missile(CL 1st, 38 charges);potion of cure light wounds, scroll of sleep, scroll of comprehend languages, scroll of minor image, scroll of see invisibility, scroll of whispering wind;Other Geardagger,cloak of resistance +1, silver comb worth 25 gp, fine silk comb worth 60 gp, everburning torch, small pouch of artifacts (hair, fingernail clippings, used handkerchiefs, and a pearl earring worth 50 gp) stolen from Tsuto Kaijitsu, 3 pp

Spellbook0—all; 1st—burning hands, comprehend languages, detect secret doors, floating disc, identify, mage armor, obscuring mist, ray of enfeeblement, sleep; 2nd—locate object, minor image, mirror image, see invisibility, shatter, spider climb

Hand of the Apprentice (Su)

You cause your melee weapon to fly from your grasp and strike a foe before instantly returning to you. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add yourIntelligencemodifier on the attack roll instead of yourDexteritymodifier (damage still relies onStrength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + yourIntelligencemodifier.

Marnay Zyrvana

XP 600
FemaledwarfclericofDesna3
CGMediumhumanoid
Init+1;SensesPerception+5

DEFENSE

AC19,touch11,flat-footed18 (+7armor, +1Dex, +1shield) (+4dodgevs. giants)
hp23 (3d8+6)
Fort+5,Ref+2,Will+6; +2 againstpoison, spells, andspell-like abilities

OFFENSE

Speed30 ft.
Meleestarknife +1 (1d4–1/×3)
Rangedmwk light crossbow +4 (1d8/19–20) or starknife +3 (1d4–1/×3)
Special Attackschannel positive energy 4/day (DC12, 2d6), +1 onattack rollsagainst giants
Domain Spell-Like Abilities(CL 3rd;concentration+6)

6/day—agile feet, bit of luck

ClericSpells Prepared(CL 3rd;concentration+6)

2nd—aidD,hold person(DC 15),staggering fall(DC 15)
1st—command(DC 14),doom(DC 14),sanctuary(DC 14),true strikeD
0 (at will)—detect magic,guidance,resistance,stabilize
DDomain spell;DomainsLuck,Travel

STATISTICS

Str8,Dex13,Con14,Int10,Wis16,Cha13
Base Atk+2;CMB+1;CMD12 (16 vs.bull rush, 16 vs.trip)
FeatsCombat Casting,Footslasher
SkillsDiplomacy+5,Heal+7,Knowledge(history) +4 (+6dwarvesor their enemies),Knowledge(religion) +4,Perception+5 (+7 unusual stonework),Profession(gambler) +7,Sense Motive+7,Spellcraft+4
LanguagesCommon, Dwarven
SQaura, giant hunter (replaces hatred), lorekeeper*
Combat Gearscrollsoflongstrider(2),scrollsofmagic weapon(2),scrollsofobscuring mist(2),wandofcure light wounds(50 charges), tanglefoot bag;Other Gearbanded mail, buckler, masterwork light crossbow with 20 bolts, starknife, healer’s kit, spell component pouch, silver holy symbol ofDesna, 19 gp
PC Gear +1,350 gp
* See the Advanced Player’s Guide. Zyrvana did not grow up expecting a life of adventure. Her father was a drunk and a gambler who would disappear for long periods throughout her childhood, while her mother was a singer and a charlatan harrow reader. She grew up amid the dregs of society in Korvosa, learning to read Cont’d

people as she read cards. Marnay’s life changed when her mother’s sister, Niona Goldthorpe, came to visit from the city of Harse. Where her mother seemed careworn and tired, Niona was vibrant and energetic. Her mother’s warnings that Niona led a dangerous life only made Marnay more determined to follow. It was not long after that Marnay ran away.

Lore Keeper(Sp): You can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if you made the appropriateKnowledgeskill check with a result equal to 15 + yourclericlevel + yourWisdommodifier.

Footslasher (Combat)

You are trained to strike at a large foe’s feet to impede its movement and cause great pain.

Benefit: If you damage a foe that is of a larger size category than you with a weapon that does piercing or slashing damage, you can attempt to damage the creature’s feet in a way that impedes its movement. Attacking a foe in this way is astandard action—you cannot use Footslasher as part of a full-attack action. When you use Footslasher, you take a –2 penalty on yourattack roll, but if you hit and deal at least 1 point of damage to the target, it is affected as if by caltrops—its speed is reduced by half. This penalty lasts for 24 hours, or until the creature is successfully treated with a DC 15Healcheck or receives at least 1 point of magical healing. Footslasher does not stack with itself—once a foe has been wounded by this attack, its speed cannot be further reduced by additional attacks (or by damage from caltrops).

Agile Feet- For one round per day, you ignore all difficult terrain and do not take any penalties when moving through it.

Bit of Luck - You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + yourWisdommodifier.

Smokey Jones
Humanrogue3
NE Mediumhumanoid
Init+7;SensesPerception+6

DEFENSE

AC17,touch13,flat-footed12 (+3armor, +3Dex)
hp22 (3d8+3)
Fort+3,Ref+7,Will+4
Defensive Abilitiesevasion,trap sense+1

OFFENSE

Speed30 ft.
Meleemasterwork club +6 (1d6+2)
Special Attackssneak attack+2d6

TacticsQueen’s Physicians fight with an eerie silence. They coordinate their attacks with a series of hand gestures, speaking only when forced to and focusing their attacks on the same target so as to increase flanking opportunities.

STATISTICS

Str14,Dex17,Con12,Int13,Wis10,Cha8
Base Atk+2;CMB+4;CMD17
FeatsCombat Reflexes,Improved Initiative,Iron Will,Weapon Focus(club)B
SkillsAcrobatics+9,Bluff+5,Diplomacy+5,Disguise+5,Heal+3 (+5 with kit),Intimidate+5,Knowledge(local) +7,Perception+6,Sense Motive+6,Stealth+9
LanguagesCommon, Varisian
SQrogue talent (weapon training),trapfinding
Combat Gearwand of cure light wounds (CL 1st, 50 charges); Gear +1 leather armor, dagger, short sword, mwk sling with 20 bullets, cloak of resistance +1, ring of protection +1, backpack, masterwork flute, rations (6), spell component pouch, sunrods (3), 60 gp

Smokey is a member of the thieves guild the Queen’s Physcians.

Tsuto Kaijitsu

XP 600
Male half-elf rogue 1 / monk 2
LE Medium humanoid (elf)
Init+3;Senseslow-light vision; Perception +9

DEFENSE

AC17, touch 17, flat-footed 13 (+3 Dex, +1 deflection, +1 dodge, +2 Wis)
hp16 (3d8-1)
Fort+2,Ref+8,Will+5; +2 vs. enchantment
Defensive Abilitiesevasion;Immunesleep

OFFENSE

Speed30 ft.
Meleeunarmed strike +4 (1d6+1) or flurry of blows +3/+3 (1d6+1)
Rangedcomposite shortbow +4 (1d6+1/×3)
Special Attackssneak attack +1d6

STATISTICS

Str12,Dex17,Con8,Int13,Wis14,Cha10
Base Atk+1;CMB+2;CMD17
FeatsDeflect Arrows, Dodge, Improved Unarmed Strike, Mobility, Stunning Fist, Weapon Finesse
SkillsAcrobatics +9, Bluff +6, Diplomacy +6, Disable Device +9, Disguise +4, Intimidate +6, Perform (wind instruments) +8, Perception +9
LanguagesCommon, Elven, Goblin, Minkai
SQelf blood, trapfinding +1
Combat Gearpotion of cure light wounds;Other Gearcomposite shortbow (+1 Str),ring of protection +1, masterwork thieves' tools, masterwork flute, silver earrings (25 gp for the pair), journal, 6 pouches of gold dust worth 50 gp each, 8 pouches of silver dust worth 5 gp each, 10 pp

Garavel

XP 600
Male human fighter 3
LN Medium humanoid
Init+1;SensesPerception +0

DEFENSES

AC17, touch 12, flat-footed 15 (+5 armor, +1 Dex, +1 dodge)
hp30 (3d10+9)
Fort+6,Ref+3,Will+2; +6 against mind-affecting effects

OFFENSE

Speed30 ft.
Meleemwk falchion +7 (2d4+3/18-20)
Rangedcomposite longbow +4 (1d8+2/×3)

STATISTICS

Str15,Dex13,Con15,Int14,Wis10,Cha8
Base Atk+3;CMB+6;CMD18
FeatsDodge, Combat Expertise, Mobility, Quick Draw, Weapon Focus (falchion)
SkillsAcrobatics +3, Handle Animal +5, Knowledge (local) +4, Linguistics +3, Profession (accountant) +8, Ride +6
LanguagesCommon, Gnoll, Kelish, Osiriani, Varisian
SQbravery +1
Gear+1 chain shirt, masterwork falchion, composite longbow (+2 Str) with 20 arrows,cloak of resistance +1,Pactmaster's favor