PHALANX GUARDS (TIER 1-2) CR 1/2 Male Human Ranger 1 NN Medium Humanoid (Human) Init +3; Senses Perception +5 -------------------- DEFENSE -------------------- AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex) hp 9 (1d10-1) Fort +1, Ref +5, Will +1 -------------------- OFFENSE -------------------- Spd 30 ft. Melee Masterwork Longsword +5 (1d8+2/19-20/x2) Ranged Masterwork Longbow, Composite (Str +1) +5 (1d8+1/20/x3) Ranger Spells Known (CL 0, 3 melee touch, 4 ranged touch): -------------------- STATISTICS -------------------- Str 14, Dex 16, Con 9, Int 11, Wis 12, Cha 6 Base Atk +1; CMB +3; CMD 16 Feats Skill Focus: Handle Animal, Weapon Focus: Longsword Skills Acrobatics +2, Climb +1, Escape Artist +2, Fly +2, Handle Animal +5, Intimidate +2, Knowledge (Geography) +4, Perception +5, Profession (Soldier) +5, Ride +2, Stealth +6, Survival +5, Swim +5 Languages Common SQ Enemies: Humanoids (Human) (+2 bonus) (Ex), Hero Points (1), Track +1, Wild Empathy -1 (Ex) Combat Gear Arrows (20), Masterwork Longbow, Composite (Str +1), Masterwork Longsword, Studded Leather; -------------------- TRACKED RESOURCES -------------------- Arrows - 0/20 -------------------- SPECIAL ABILITIES -------------------- Enemies: Humanoids (Human) (+2 bonus) (Ex) +2 to rolls vs Humanoids (Human). Track +1 +1 to survival checks to track. Wild Empathy -1 (Ex) Improve the attitude of an animal, as if using Diplomacy. Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license. GRALD KRETCHMOR (TIER CR 1 Male Human Fighter 1 Monk 1 LN Medium Humanoid (Human) Init +6; Senses Perception +5 -------------------- DEFENSE -------------------- AC 14, touch 14, flat-footed 11 (+2 Dex, +1 dodge) hp 17 (1d10+1d8+3) Fort +4, Ref +4, Will +3 -------------------- OFFENSE -------------------- Spd 30 ft. Melee Longsword +5 (1d8+3/19-20/x2) Ranged Masterwork Shuriken +4 (1d2+3/20/x2) Special Attacks Flurry of Blows -1/-1 -------------------- STATISTICS -------------------- Str 16, Dex 14, Con 11, Int 10, Wis 12, Cha 13 Base Atk +1; CMB +4; CMD 18 Feats Dodge, Improved Initiative, Improved Unarmed Strike, Monk Weapon Proficiencies, Stunning Fist (1/day) (DC 12), Toughness +3, Weapon Focus: Longsword Skills Acrobatics +7, Diplomacy +3, Escape Artist +6, Intimidate +5, Perception +5, Stealth +7 Languages Common SQ AC Bonus +1, Hero Points (1), Stunning Fist (Stun) (Ex), Unarmed Strike (1d6) Combat Gear Longsword, Masterwork Shuriken (50); -------------------- TRACKED RESOURCES -------------------- Masterwork Shuriken - 10/50 Stunning Fist (1/day) (DC 12) - 0/1 -------------------- SPECIAL ABILITIES -------------------- AC Bonus +1 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels. Flurry of Blows -1/-1 (Ex) Make Flurry of Blows attack as a full action. Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal. Stunning Fist (1/day) (DC 12) You can stun an opponent with an unarmed attack. Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes. Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license. GRALD KRETCHMOR (TIER 4-5) CR 2 Male Human Fighter 1 Monk 2 LN Medium Humanoid (Human) Init +6; Senses Perception +6 -------------------- DEFENSE -------------------- AC 14, touch 14, flat-footed 11 (+2 Dex, +1 dodge) hp 22 (1d10+2d8+3) Fort +5, Ref +5, Will +4 Defensive Abilities Evasion -------------------- OFFENSE -------------------- Spd 35 ft. Melee Longsword +6 (1d8+3/19-20/x2) Ranged Masterwork Shuriken +5 (1d2+3/20/x2) Special Attacks Flurry of Blows +0/+0 -------------------- STATISTICS -------------------- Str 16, Dex 14, Con 11, Int 10, Wis 12, Cha 13 Base Atk +2; CMB +5; CMD 19 Feats Deflect Arrows, Dodge, Fleet, Improved Initiative, Improved Unarmed Strike, Monk Weapon Proficiencies, Stunning Fist (2/day) (DC 12), Toughness +3, Weapon Focus: Longsword Skills Acrobatics +8, Diplomacy +4, Escape Artist +7, Intimidate +6, Perception +6, Stealth +7 Languages Common SQ AC Bonus +1, Hero Points (1), Stunning Fist (Stun) (Ex), Unarmed Strike (1d6) Combat Gear Longsword, Masterwork Shuriken (50); -------------------- TRACKED RESOURCES -------------------- Masterwork Shuriken - 10/50 Stunning Fist (2/day) (DC 12) - 0/2 -------------------- SPECIAL ABILITIES -------------------- AC Bonus +1 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels. Deflect Arrows Deflect an incoming arrow once per round. Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. Flurry of Blows +0/+0 (Ex) Make Flurry of Blows attack as a full action. Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal. Stunning Fist (2/day) (DC 12) You can stun an opponent with an unarmed attack. Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes. Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license. GRALD KRETCHMOR (TIER 6-7) CR 7 Male Human Fighter 4 Monk 4 LN Medium Humanoid (Human) Init +7; Senses Perception +11 -------------------- DEFENSE -------------------- AC 16, touch 16, flat-footed 12 (+3 Dex, +1 dodge) hp 52 (4d10+4d8+8) Fort +8, Ref +8, Will +6 Defensive Abilities Bravery +1, Evasion -------------------- OFFENSE -------------------- Spd 45 ft. Melee Longsword +11/+6 (1d8+5/19-20/x2) Ranged Masterwork Shuriken +11/+6 (1d2+3/20/x2) Special Attacks Flurry of Blows +2/+2, Ki Strike, Magic -------------------- STATISTICS -------------------- Str 16, Dex 16, Con 10, Int 13, Wis 12, Cha 13 Base Atk +7; CMB +11 (+13 Tripping); CMD 26 (28 vs. Trip) Feats Combat Expertise +/-2, Deflect Arrows, Dodge, Fleet, Improved Initiative, Improved Trip, Improved Unarmed Strike, Monk Weapon Proficiencies, Snatch Arrows, Stunning Fist (5/day) (DC 15), Toughness +8, Weapon Focus: Longsword, Weapon Specialization: Longsword Skills Acrobatics +14, Diplomacy +7, Escape Artist +11, Intimidate +11, Perception +11, Stealth +14 Languages Common, Dwarven SQ AC Bonus +2, Armor Training 1 (Ex), Fast Movement (+10'), Hero Points (1), Ki Defense (Su), Ki Pool (Su), Maneuver Training (Ex), Slow Fall 20' (Ex), Still Mind (Ex), Stunning Fist (Stun, Fatigue) (Ex), Unarmed Strike (1d8) Combat Gear Longsword, Masterwork Shuriken (50); -------------------- TRACKED RESOURCES -------------------- Ki Pool (Su) - 0/3 Masterwork Shuriken - 10/50 Stunning Fist (5/day) (DC 15) - 0/5 -------------------- SPECIAL ABILITIES -------------------- AC Bonus +2 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels. 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. Deflect Arrows Deflect an incoming arrow once per round. Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. Fast Movement (+10') The Monk adds 10 or more feet to his base speed. Flurry of Blows +2/+2 (Ex) Make Flurry of Blows attack as a full action. Improved Trip You Trip at +2 and don't cause an attack of opportunity. Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal. Ki Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round. Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier. Ki Strike, Magic (Su) At 4th level, ki strike allows a monk's unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. Maneuver Training (Ex) CMB = other BABs + Monk level Slow Fall 20' (Ex) Treat a fall as shorter than normal if within arm's reach of a wall. Still Mind (Ex) +2 to saves against enchantment spells and effects. Stunning Fist (5/day) (DC 15) You can stun an opponent with an unarmed attack. Stunning Fist (Stun, Fatigue) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio Unarmed Strike (1d8) The Monk does lethal damage with his unarmed strikes. Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license. This humanoid creature has long, sharp teeth, and its pallid flesh is stretched tightly over its starved frame. -------------------- GHOUL CR 1 Male Ghoul CE Medium Undead Init +2; Senses Darkvision (60 feet); Perception +7 -------------------- DEFENSE -------------------- AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural) hp 13 (2d8+4) Fort +2, Ref +2, Will +5 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) +3 (1d6+1/20/x2) and Claw x2 (Ghoul) +3 x2 (1d6+1/20/x2) and Unarmed Strike +3 (1d3+1/20/x2) Special Attacks Paralysis (1d4+1 rounds, elves are immune) (DC 13) -------------------- STATISTICS -------------------- Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 14 Base Atk +1; CMB +2; CMD 14 Feats Weapon Finesse Skills Acrobatics +4, Climb +6, Perception +7, Stealth +7, Swim +3 Languages Common, Other Language SQ Disease (DC 13) (Su) -------------------- ECOLOGY -------------------- Environment Any land Organization Solitary, gang (2-4), or pack (7-12) Treasure Standard -------------------- SPECIAL ABILITIES -------------------- Channel Resistance +2 +2 bonus to save vs. Channel Energy. Darkvision (60 feet) You can see in the dark (black and white vision only). Disease (DC 13) (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 Immune to Ability Drain Immune to ability drain Immune to Bleeds You are immune to bleeds. Immune to Death Effects You are immune to death effects. 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 Disease You are immune to diseases. Immunity to Mind-Affecting attacks You are immune to Mind-Affecting attacks. Immunity to Non-lethal Damage You are immune to Non-Lethal Damage Immunity to Paralysis You are immune to paralysis. Immunity to Poison You are immune to poison. Immunity to Sleep You are immune to sleep effects. Immunity to Stunning You are immune to being stunned. Paralysis (1d4+1 rounds, elves are immune) (DC 13) 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. Paralysis works on the body, and a character can usually resist it with a 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 Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license. UNNAMED HERO CR 1/2 Male Half-Orc Fighter 1 Medium Humanoid (Orc) Init +1; Senses Darkvision (60 feet); Perception +0 -------------------- DEFENSE -------------------- AC 11, touch 11, flat-footed 10 (+1 Dex) hp 12 (1d10+2) Fort +4, Ref +1, Will +0 -------------------- OFFENSE -------------------- Spd 30 ft. -------------------- STATISTICS -------------------- Str 18, Dex 13, Con 15, Int 9, Wis 11, Cha 10 Base Atk +1; CMB +5; CMD 16 Feats Skills Intimidate +2 Languages Common, Orc SQ Orc Ferocity (1/day) -------------------- TRACKED RESOURCES -------------------- Orc Ferocity (1/day) - 0/1 -------------------- SPECIAL ABILITIES -------------------- Darkvision (60 feet) You can see in the dark (black and white vision only). Orc Ferocity (1/day) 1/day, when brought below 0 HP but not killed, you can fight on for 1 more round as if disabled. The next round, unless brought to at least 0 HP, you immediately fall unconscious and begin dying. Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.