Saturday, June 22, 2013

Dragonborn Races

Kindred Races (Dragonborn)

Step 1Choose a Core Race / Advanced Race

These races, while not as common as the Core Races, make up 10% or so of the other races PCs will encounter in a given game world. They tend to live outside the civilized realms of man, existing along the fringes of society or in the seedy underworlds of city and Underearth. Ask your GM before creating a PC from one of these races.


Save Splug: Core Races ~ Kindred Races ~ Dragonborn Races ~ Other Worlder Races
 
Age: Adulthood / Middle Age / Old / Venerable
Height: Male / Female; Weight: Male / Female













Dragonborn: (RP: 12) Descendents of dragons who took human form and led lives for a spell as one of them before the allure of the wild called them back, they are a proud and honorable race. While a strong race they are prone to quick thinking and impulsiveness.

  • Ability Modifiers:  +2 Str / +2 Cha / -2 Wis
  • Speed: 30' / Vision: Low-Light Vision / Size: Medium
  • Age: 15 / 35 / 53 / 70
  • Height: 6'8" / 6'2" Weight: 330 / 220
  • Racial Traits: Natural Armor (+1 AC) ~ Bite (d4) ~ Claws (d4) ~ Dragon-scaled: resistance to 1 type of attack dependent on their lineage:
    • Green, Black, Copper, & Brine ~ Acid Resistance 5
    • Blue, Cloud, & Bronze ~ Electricity Resistance 5
    • Red, Brass, & Gold ~ Fire Resistance 5
    • White & Silver ~ Cold Resistance 5 
  • Breath Weapon: Depends of the Dragonborn's heritage and effects all creatures (friend & foe) in its area of effect; Save DC = 10 + 1/2 character level + Con modifier (unless noted otherwise, a successful save deals no damage) 
    • Black (Chromatic) ~ Acid (20' line) d6 damage (+d6 ongoing damage following round); 2/day
    • Blue (Chromatic) ~ Electricity (50' line) d6 damage; 2/day
    • Brass (Metallic) ~ Fire (50' line) d6 damage; 2/day 
    • Brine (Primal) ~ Acid (50' line) d6 damage; 2/day
    • Bronze (Metallic) ~ Electricity (20' line) 1d6 damage (save for 1/2 damage); 2/day
    • Cloud (Primal) ~ Electricity (15' cone) Arc-lightning in area for 2d6 damage; 2/day
    • Copper (Metallic) ~ Acid (20' line) d6 damage (save for 1/2 damage); 2/day
    • Green (Chromatic) ~ Acid (15' cone) d6 damage (save for 1/2 damage); 2/day
    • Gold (Metallic) ~ Fire (15' cone) d6 damage (save for 1/2 damage); 2/day
    • Red (Chromatic) ~ Fire (15' cone) 2d6 damage; 2/day
    • Silver (Metallic) ~ Cold (30' cone) d6 damage; 2/day
    • White (Chromatic) ~ Cold (15' cone) d6 damage; 3/day
  • Languages: Common & Draconic (Celestial, Dwarven, Elven, Giant, Gnome, Halfling, Orc, & Sylvan)





Kobolds ~ (9 RP) Reptilian humanoids who claim kinship to dragonborn and their distant cousins, dragons. Kobold Adventures follow the template in the Advanced Race Guide but have access to 2 racial traits that are normally considered optional. Their addition here makes a Kobold PC on par with a human considering their huge ability weaknesses (-4 Str and -2 Con)

  • Ability Modifiers:  +2 Dex / -2 Con / -4 Str
  • Speed: 30' / Vision: Darkvision 60' / Size: Small (+1 AC/attack rolls; -1 CMD/CMB)
  • Age: 20 / 30 / 40 / 60
  • Height: 2'6" / 2'4" +2d4" (+1 lb/inch) Weight: 25 / 20
  • Racial Traits: Armor (+1 AC) ~ Crafty: +2 Craft (trapmaking), Perception, and Profession (miner) checks. Craft (traps) and Stealth are always class skills ~ Gliding Wings: DC 15 Fly check to fall safely; make another DC 15 check to glide 5' for every 20' fallen ~ Dragon-scaled: resistance to 1 type of attack dependent on their lineage
    • Green or Black ~ Acid Resistance 5
    • Blue ~ Electricity Resistance 5
    • Red ~ Fire Resistance 5
    • White ~ Cold Resistance 5
  • Weakness: Light Sensitivity (Dazzled in areas of bright light)
  • Languages: Common & Draconic (Dwarven, Elven, Goblin, Halfling, & Undercommon)



Lizardfolk ~ (10 RP) Proud and powerful reptilian humanoids living deep within swamps and fens. Considered primitive by most, theirs is a culture filled with tradition and an oral history that predates humans.

  • Ability Modifiers:  +2 Str / +2 Con
  • Speed: 30' / Swim 15' Vision: Low-light Vision / Size: Medium
  • Age: 20 / 30 / 40 / 60
  • Height: 6'8" / 6'4" +2d4" (+5 lb/inch) Weight: 250 / 200
  • Racial Traits: Armor (+1 AC) ~ Bite (d4) ~ Claws (d4) ~ Hold Breath: number of rounds equal to 4x Constitution score before it risks drowning ~ Water Child: +4 on Swim checks and can take 10 while swimming ~ Cold Sensitive (-10 speed in cold climates and when the temperature drops below 50 degrees)
  • Languages: Common & Draconic (Dwarven, Elven, Goblin, & Halfling) 





Nagaji: (Advanced Race- 9 RP) A hybrid race of reptilian humans with forked tongues, lidless eyes with nictitating membranes, and scaled skin. 25% are snakes from the waist down. Believed to be a race created by Naga as servants, they have in the centuries since their creation risen as a race both feared and revered by others just as they revere their naga parents as living gods.

  • Ability Modifiers:  +2 Str / +2 Cha / -2 Int
  • Speed: 30' / Vision: Low-Light / Size: Medium
  • Age: 20 / 60 / 90 / 120
  • Height: 6'2" / 6'0" Weight: 215 / 200
  • Racial Traits: +1 natural AC;
  • Skill Modifiers: +2 Handle Animal checks vs. reptiles; +2 Perception
  • Save Modifiers: +2 vs. poison & mind affecting effects
  • Alternate Racial Traits: Hypnotic Gaze
  • Racial Archetypes: Naga Aspirant (Druid)
  • Languages: Common & Draconic (Abyssal, Aklo, Celestial, Draconic, Giant, Infernal, & Sylvan)





Gripplis "Frog-Folk" ~ (9 RP) Amphibian humanoids who often live alongside Lizardfolk and are primitive hunters of their swamp homes. Gripplis thrive in the wild feasting on fish and insects alike, scavenging what they can from others.


  • Ability Modifiers:  +2 Dex / +2 Wis / -2 Str
  • Speed: 30' / Climb: 20' Vision: Darkvision 60' / Size: Small (+1 AC/attack rolls; -1 CMD/CMB)
  • Age: 12 / 20 / 30 / 40
  • Height: 1'7" / 1'5" +2d4" (+1 lb/inch) Weight: 25 / 20
  • Racial Traits: Camouflage: +4 Stealth in marshes and forested areas ~ Swamp Stride: move through difficult terrain at normal speed in swamps ~ Jumper: always considered to have  running start when making Acrobatics checks to jump ~ Toxic Skin: 1/day coat its skin or weapon with a paralytic poison that lasts 1 hour (Contact or Injury- Save: Fort vs. DC 10 + 1/2 character level + Con modifier) Frequency: 1/round for 6 rounds (-1d2 Dex damage- Cure 1 save)
  • Weapon Familiarity: nets
  • Languages: Common & Grippli (Boogard, Draconic, Elven, Gnome, Goblin, & Sylvan)




Sunday, June 16, 2013

Yolanda Halfmoon (Sylph Wizard)

Alandra
Sylph Wizard (Evocation) 1        CG Medium humanoid (Sylph)

Str 9 (-1), Dex 18 (+4), Con 10, Int 18 (+4), Wis 12 (+1), Cha 12 (+1)

Height: 6'0"     Weight: 135 lbs     Age: 66 (young for a sylph)

  • Feats ~ Scribe Scroll ~ Alertness (when familiar is in reach) ~ Dodge
  • Traits ~Unintentional Linguist ~ Worldly (1/day roll an untrained skill twice and take the better result) 
  • Skills ~ Appraise (+8), Fly +8, Knowledge (Arcana) +8, Knowledge (History) +8, Linguistics +9, Spellcraft (+8), Stealth +7 (+4 Dex, +3 Familiar) 
  • Languages ~ Common, Auran, Celestial, Dwarven, Elven, Gnome, Halfling, & Kelish (human tongue) 
  • Sylph Abilities ~ Darkvision 60',  Feather fall 1/day (caster level equals the sylph's total level), Like the Wind: +5 bonus to base speed, Breeze-Kissed: +2 racial bonus to AC against nonmagical ranged attacks- 1/day channel winds into a gust to trip/bull rush a foe within 30' but loose AC bonus
COMBAT ~ Base Attack (BAB) +0; CMB: -1; CMD: 14
Initiative: +4; Senses ~ Perception +1

Defense ~ AC 15 / 19 (+2 vs nonmagical ranged attacks, +4 Dex; +1 Dodge, +4 Mage Armor); touch 15; flat-footed 10/ 14 (mage armor)
HP 6        SAVES ~ Fortitude +0, Reflex +4, Will +2
  
Offense ~ Speed 35 ft. ~ Melee ~ Quarterstaff -1 attack (1d6-1 / x2) ~ Ranged ~ Dagger +4 attack (1d4-1 /19-20 / Range 10' (5) Spell Attacks ~ Force Missile (7/day) d4+1 damage, 110' range

Spellbook ~ all 0-level spells ~ 7 1st level spells (Memorize: 3- 0-lvl; 2- 1st) Opposition Schools: Necromancy & Abjuration

0-level ~ Prepared Spells: Ray of Frost 1d3 cold damage ~ Detect Magic ~ Mage Hand: 5-pound telekinesis

1st Level ~ Mage Armor: Gives subject +4 armor bonus ~ Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures. ~ Burning Hands: 1d4/level fire damage (max 5d4) ~ Enlarge Person: Humanoid creature doubles in size ~ Expeditious Retreat: Your base speed increases by 30 ft ~ Sleep: Puts 4 HD of creatures into magical slumber ~ Charm Person: Makes one person your friend.

Familiar ~ RagnorakaPseudodragon (adolescent) treat as a cat until Yolanda can take the improved familiar feat at 7th level.

Tactics ~ Before Combat Yolanda  holds back or climbs to higher ground to put some distance between herself and the action, picking off foes with her force missiles; if combat promisses to be intense, she casts Mage Armor During Combat she uses Sleep or Color Spray to defend herself

Gear ~ traveler's outfit, daggers (3), quarterstaff, backpack: woodwind flute, bedroll, silk rope (50 ft.), flint and steel, waterskin, scroll case (5 sheets of paper), rations (5 days)  // GP: 8 SP: 12 CP: 4

Background ~ Yolanda ~ born fraternal twins, Yolan and Alandra were inseparable, twin whirlwinds of action and curiosity that drove their parents to fits of laughter and frustration. Dad (Khair)- a Kelish merchant prince of Zimar (garrison city of Taldor); mom (Shirin)- a Qadira dijinni trapped in a mortal body by an efreeti curse, her powers gone. Despite the 100 year peace between Taldor and Qadira, tensions in the garrison town were high, especially after the twins started using their breezes to knock over stalls in the market or play pranks on the city's children. Their mother's Qadiran ancestry didn't help matters either. Luckily for them, because of their innate powers they were always just a little faster than their victims or could always feather fall off a city wall to escape retribution.

Yolan
As the merchant prince's power and fortune grew, he amassed a sizable collection of relics and artifacts that became the envy of all, especially the neighboring efreets and other genie kin of Qadira who had been thwarted by Zimar's walls and army. While the twins were still young, the efreeti lifted the curse and as Shirin's powers rushed back into her uncontrolled, powerful whirlwinds ripped through the city destroying its walls and ripping open the merchant's vaults, exposing the treasures within. Yolan and Alandra hid in one such exposed vault as a wave of efreet and genie kin rushed the city in the ensuing chaos looting all they could find. A surge of primal magic struck the twins as the magical forces stormed through the vaults combining their bodies and minds into one body where they have remained trapped since. After the efreet were expelled, the merchant secreted his wife and children away to Varisia before he could face the wrath of the city damaged by his greed. He enrolled Yolanda at the Acadamae in Korvosa hoping s/he could find a cure for the curse that bound them  together. His wife has since traveled to the outer planes seeking a cure as well. In the 40 years since the "incident," Yolanda has traveled to Winterhaven and the Keep rumored to have ties to Shadowfell hoping to find a cure there. S/he hasn't heard from Shirin since she departed and he/r father, now 84, is a bitter old man living out his days in memories of better times. As sylph age slowly, reaching adulthood around 60, Yolan and Alandra have had plenty of time to come to terms with their unique situation and have lived in this state for 45 years. The curse is such that their bodies shift in and out of the other- roll d10 once per day (1-4 Alandra; 5-8 Yolan; 9-10 an androgynous mix of the two) to see which of the twin's bodies Yolanda spends the day in.

Saturday, June 15, 2013

Isilior Greyson (Human Paladin)

Human Paladin of Pharasma
N Medium humanoid (Human)

Str 16 (+3), Dex 12 (+1), Con 14 (+2), Int 10, Wis 8 (-1), Cha 18 (+4)

Height: 6'2"     Weight: 215 lbs     Age: 20
  • Feats ~ Toughness, Power Attack
  • Traits ~ Rich Parents (900 gp starting wealth) ~ Fiend Blood (+1 Intimidate) ~ Planar Savant (Use Cha mod on Knowledge Planes checks)
  • Drawback ~ Power Hungry (-2 will saves vs charm / compulsion effects if promised wealth or power)
  • SkillsBluff (+8), Intimidate (+9), Knowledge (planes) (+8)
  • Languages ~ Common, Abyssal
  • Paladin Powers: At will—Detect Evil; Smite Evil—1/day (+4 attack (Cha modifier) and AC, +1 damage (Paladin Level) +2 damage vs outsiders & undead; Aura of Good (= Paladin Level)
COMBAT ~ Base Attack (BAB) +1; CMB: +4; CMD: 15
Initiative: +1; Senses ~ Perception -1

Defense ~ AC 20 (+7 armor, +1 Dex, +2 Shield- heavy steal); touch 11; flat-footed 17
HP 15        SAVES ~ Fortitude +4, Reflex +1, Will +1 [+2 vs. Poison, Spells, Spell-like Abilities (Hardy)]
  
Offense ~ Speed 30' (20 ft. in armor) ~ Melee ~ Flail +3 attack (1d8 / Critical x2 / Disarm/trip) ~ Ranged ~ Heavy Crossbow +1 attack (1d10 / critical 19-20 / x2 / Range: 120' (10) BOLTS: 20

Tactics ~ Before Combat Isilior sizes up the field before using Detect Evil before going after the largest foe or one he detects as the most evil During Combat he uses Smite Evil to cripple foes and sets about reducing the field one foe at a time. His plan: attack, smite, smash and let Pharasma sort out the rest.

Gear ~ Banded Mail (armor check -6), flail, heavy crossbow, backpack: bedroll, hooded lantern, oil (3 flasks), silk rope (50 ft.), rations (5 days), flint and steel, waterskin, explorer's outfit, silver holy symbol  // GP: 2 SP: 14 CP: 6

Background ~ Isilior was born and raised in Shadowfell, and from the beginning his blood was tainted by the shadow world. He was given to the Lady of the Graves as a sacrifice of thanks for sparing his mother, a noble woman, from a shadowborn plague and was raised in the priesthood. He trained as a paladin since childhood, but was always at odds with the other children until he met Riswynn, a dwarven girl brought to the temple near death on the border of Shadowfell. They became fast friends and trained and studied together for 4 years. Despite being three years younger, she took to the training and by the time she turned 17 was an accomplished Paladin of Pharasma. But no one knew she had been under the geas of the Demon-Lord of Undeath, Orcus and had been sent to infiltrate the priesthood to steal its relics and undermine the Order of Pharasma. The night she turned on them, Isilior tried to stop her but was slashed across the face scaring him for life. He vowed to bring his once friend to justice. To help track her down, he used the tithes of his mother to secure the services of a sellsword and set out to Winterhaven where the girl's father was rumored to be thinking to use him to get to Riswynn.

Frea Lostlarn (Half-Orc Fighter)

Half-Orc Fighter 1 (Sell Sword)       CG Medium humanoid (Half-Orc)

Str 18 (+4), Dex 16 (+3), Con 14 (+2), Int 12 (+1), Wis 10, Cha 8 (-1)

Height: 6'6"     Weight: 230 lbs     Age: 19

  • Feats ~ Enforcer, Power Attack (add BAB to damage not attacks)
  • Traits ~Axe to Grind (+1 damage vs. foes you attack alone); Mercenary (+2 Diplomacy, Intimidate, or Sense Motive skills while negotiating payment) 
  • Skills ~ Climb +8 (-4 armor), Intimidate +5 (+2 to negotiate payment), Survival +4
  • Languages ~ Common, Orc, Goblin
  • Half-Orc & Class Abilities ~ +2 Intimidate Skill (Intimidating); Orc Ferocity: 1/day when brought below 0 HP can fight 1 more round as if disabled then falls unconscious unless brought above 0 HP before then; 
  • Weapon Familiarity: Greataxes & Falchions
COMBAT ~ Base Attack (BAB) +1; CMB: +5; CMD: 18
Initiative: +3; Senses ~ Perception +0 ~ Darkvision 60'

Defense ~ AC 19 (+6 armor, +3 Dex); touch 15; flat-footed 12
HP 12        SAVES ~ Fortitude +4, Reflex +3, Will +0
  
Offense ~ Speed 30 ft. (20' armor) ~ Melee ~ Greataxe +5 attack (1d12+6 / critical x3) ~ Ranged ~ 2 Throwing Axes +4 (1d6+4 / critical x2 / Range: 10' (5) ~ Dagger +3 attack (1d4+4 /19-20 / Range 10' (5)

Tactics ~ Before Combat Frea hucks a throwing axe at a lesser foe seeking to incapacitate him before closing into melee During Combat wades into combat, protecting her charges while going after the largest foe she can find and intimidating others into surrender for good measure.

Gear ~ breastplate (armor check -4), daggers (3), greataxe, 2 throwing axes, backpack: bedroll, flint and steel, waterskin, traveler's outfit, rations (5 days)  // GP: 2 SP: 7 CP: 11

Background ~ Frea was born in the River Kingdoms after her family was taken captive by marauding orcs while out hunting. She is the daughter, and only surviving heir of Lostlarn Keep built by a minor baron, her father, to secure the region from orcs. Her mother escaped with her and a few men-at-arms who fought their way to safety, but not before most were killed or scattered. She was raised by Mavis, one of the guardsmen who trained her and raised her as his daughter and together they became sell-swords, earning what money they could hoping to get enough to one day return to the Keep with an army and drive out the orcs who now resided there. After Mavis was injured and retired, Frea was approached with a job that promised more money then she had made in years: accompany a Blackguard Paladin from Shadowfell as he sought his prey, Riswynn, a young dwarven girl and priest to the demon-lord Orcus and bring her to justice. She made her way to Winterhaven where they picked up the trail and found the girl's father who hired them to help find his daughter, not knowing their true intentions...

Friday, June 14, 2013

Bjorn Mallicos (Dwarf Cleric)

Dwarven Cleric of Desna 1 / Expert 1
NG Medium humanoid (Dwarf)

Str 15 (+2), Dex 13 (+1), Con 17 (+3), Int 10, Wis 18 (+4), Cha 8 (-1)

Height: 4'7"     Weight: 205 lbs     Age: 65
  • Feats ~ Toughness
  • Traits ~ Rich Parents (900 gp starting wealth) ~ Life of Toil (+1 Fort saves) ~ Inspired (1x day, roll twice a skill or ability check)
  • Drawback ~ Attached (-1 Will saves, -2 fear effects if Riswynn is in danger or threatened)
  • Skills ~ Handle Animal +3 ~  Knowledge (arcana) +4, Linguistics +4, Profession (Horse Merchant) +11, Perform (lute) +4, Ride +5, Survival +8
  • Languages ~ Common, Dwarven, Broken Goblin
  • Dwarven Abilities ~ +4 AC vs. Giants (Defensive Training); +1 Attacks vs. Goblins/Orcs (Hatred); +4 CMD vs. Bull Rush/Trip (Stability); Darkvision 60'
  • Skill Modifiers: +2 Craft/Profession (Craftsman); +2 Perception notice stonework, traps, hidden doors within 10' without having to actively look (Stonecunning)
  • Weapon Familiarity: Battleaxes, Heavy Picks, & Warhammers
  • Cleric Domains: Earth & Good (God of the forge, protection and strategy)
COMBAT ~ Base Attack (BAB) +0; CMB: +2; CMD:13
Initiative: +1; Senses ~ Perception +4

Defense ~ AC 19 (+8 armor, +0 Dex, +1 Shield- Light); touch 11; flat-footed 18
HP 22        SAVES ~ Fortitude +6, Reflex +1, Will +6 [+2 vs. Poison, Spells, Spell-like Abilities (Hardy)]
  
Offense ~ Speed 20 ft. ~ Melee ~ Warhammer +2 attack (1d8 / Critical x3) ~ Ranged ~ Throwing Hammer +2 attack (1d4 / x2 / Range: 20' (5) ~ Cleric Powers ~ Acid Dart- 30' range (standard action) ranged touch attack d6+1 damage (7 times per day) ~ Touch of Good- (standard action) touch ally to grant half cleric lvl (min +1) to skill & ability checks, saves, and attack rolls (7 times per day) ~ Channel Energy- (2 times per day) deal d6 damage to undead creatures or heal d6 to living creatures in a 30' burst

Spells ~ Prepared
0 (at will)—Detect Magic, Light, Stabilize

1st- Protection from Evil & Magic Stone (Domain Spells); Cleric Spell list (meditate 1 hour to prepare 1 Domain spell and one cleric spell); can swap any 1st level spell with cure light wounds

Tactics ~ Before Combat Bjorn casts Shield of Faith adding +2 to his AC During Combat he tends to try to subdue his foes so he can question them if they have seen his daughter

Gear ~ half-plate armor (armor check -7), throwing hammer (1), warhammer, backpack: bedroll, hooded lantern, oil (3 flasks), silk rope (50 ft.), rations (5 days), flint and steel, waterskin, Daughter's necklace (blue gemstone- glows when she is near), lute (+2 perform checks), explorer's outfit, silver holy symbol  // GP: 1 SP: 38 CP: 4

Background ~ Bjorn was born in Hammerfast to a rich horse merchant. As the second son he didn't stand to inherent the business so he spent most of his time helping his uncle care for the injured horses and ponies. When he turned 45, he met Starsha Songweaver and they married shortly after. Three years later, she was a few weeks away from giving birth to their first child when she was stolen in the dark of night. A note was left stuck to the door with a dagger: "The Yellow Eye seek a future for your daughter." Bjorn pursued but was set upon by the Raven Roost bandits just outside of the Five League House and lost his horse. Days later, on his last scrap of food he was taken in by a farmer outside of Fallcrest. When he was healthy enough to set out again- he followed rumors and hunches across the vales. Worn by years of searching, he found refuge in a church of the goddess Desna, his wife's god, and in the preceding years became a cleric of her church, using her guidance and lore to learn all he could of the Yellow Eye Clan and find his daughter. 17 years have passed since he has seen his wife but then the whisp of a rumor brought him to the frontier town of Winterhaven and his fortunes changed.

Thursday, June 13, 2013

Silver Redthorn (Elven Ranger)

Elf Ranger 1        CG Medium humanoid (Elf)

Str 10, Dex 18 (+4), Con 14 (+2), Int 12 (+1), Wis 14 (+2), Cha 10

Height: 5'9"     Weight: 115 lbs     Age: 24
  • Feats ~ Weapon Finesse
  • Traits ~ Hunter's Knack (+1 attacks vs. Giants when you observe them for 1 round); Warrior of Old (+2 Initiative); Mentored (+1 Profession Skill- Bounty Hunter)
  • Drawback ~ Attached (-1 Will saves, -2 fear effects if Natalia is in danger or threatened)
  • SkillsClimb +3, Heal +6, Knowledge (nature) +5, Perception +8, Profession (Bounty Hunter) +3, Ride +7, Stealth +7, Survival +6, Swim +7 (-1 Dex and Str Skills- Studded Leather)
  • Languages ~ Common, Elven
  • Elven & Class Abilities ~ Elven Magic, Elven Weapon Familiarity, Low-Light Vision; Immune to Magic sleep effects; +2 vs. Enchantment spells/effects (Elven Immunities); Favored Enemy (Giants) +2 attack/damage rolls & +2 Bluff, Knowledge, Perception, Sense Motive, and Survival checks; Track +1 survival checks to track; Wild Empathy +1
COMBAT ~ Base Attack (BAB) +1; CMB: +1; CMD:15
Initiative: +6; Senses ~ Perception +8

Defense ~ AC 17 (+3 armor, +4 Dex); touch 14; flat-footed 13
HP 12        SAVES ~ Fortitude +4, Reflex +6, Will +2
  
Offense ~ Speed 30 ft. ~ Melee ~ Long Sword +4 attack (1d8 / 19–20) ~ Ranged ~ Longbow +4 (1d8 / Crit x3 / Range: 100') Arrows: 20 ~ Throwing Axe +4 attack (1d6 / x2 / Range: 10' (5)

Tactics ~ Before Combat Silver  prefers to pick off stray foes with her longbow while staying out of the main fray During Combat she remains on the fringes picking off foes and covering her friends before closing with her long sword in times of dire need. 

Gear ~ studded leather armor (armor check -1), throwing axe (1), long sword, backpack: archer's gloves, bedroll, hooded lantern, oil (3 flasks), silk rope (50 ft.), rations (5 days), fishing gear, flint and steel, signal whistle, waterskin, explorer's outfit  // GP: 8 SP: 2 CP: 14

Background ~ Silver is the oldest of 4 half-siblings and is closest to Natalia, her headstrong younger half-sister who always got herself into trouble and needed constant looking after. At a young age Silver showed promise with archery, beating out several older archers at a spring festival. As a result, Silver was selected to train with the elite Rangers of Ashwood when she turned 18. She found she also had a knack for tracking those that preferred to remain hidden. On the frontier, she spent the next 4 years tracking criminals and hunting giants until she got the news that Natalia had been lost in one of her failed stunts crossing the Turtleback Falls. She returned home to console her mother and come to terms with the death of her sister. As the years passed, she had moved on from her loss, until she got word of a job from an unlikely source- her mother: Natalia had turned up outside of Winterhaven very much alive. Silver's new task was to return the wayward Natalia home, a task that turned out to be harder than slaying giants and tracking cutthroat killers. 

Natalia Darkmoon (Elven Rogue)


Elf Rogue 1        NG Medium humanoid (Elf)

Str 11, Dex 20 (+5), Con 11, Int 9 (-1), Wis 10, Cha 14 (+2)

Height: 6'0"     Weight: 125 lbs     Age: 21

COMBAT ~ Base Attack (BAB) +0; CMB: +0; CMD: 15
Initiative: +5; Senses ~ Perception +6

Defense ~ AC 17 (+2 armor, +5 Dex); touch 15; flat-footed 12
HP 8        SAVES ~ Fortitude +0, Reflex +7, Will +0
  
Offense ~ Speed 30 ft. ~ Melee ~ Short Sword +5 attack (1d6 / 19–20) ~ Ranged ~ Hand Crossbow +5 (1d4 / 19-20 / Range: 30') Bolts: 30 ~ Dagger +5 attack (1d4+1 /19-20 / Range 10' (5)

Special Attacks ~ sneak attack +1d6

Tactics ~ Before Combat Natalia holds back or climbs to higher ground to put some distance between herself and the action, picking off foes with her crossbow and daggers before dropping down to combat foes 1-on-1. During Combat makes sneak attacks on her foes to maximize the damage she can do with her daggers/hand crossbow and short sword

Gear ~ leather armor, daggers (5), short sword, backpack: grappling hook, woodwind flute, archer's gloves, bedroll, hooded lantern, oil (5), silk rope (50 ft.), thieves' tools, flint and steel, waterskin, traveler's outfit, rations (5 days), horse & saddle  // GP: 8 SP: 12 CP: 4

Background ~ Natalia is the oldest of 3 siblings but was at odds with them from the start. She is closest to Silver Redthorn, her older half-sister, whose father died the year before Natalia's mother remarried and had Natalia. Headstrong, Natalia clashed with everyone especially after Silver began training with the Rangers of Ashwood. She had a fondness for heights and was constantly seeking new thrills to pass the time, the greatest of which was a dare to cross the Turtleback Falls on a tightrope when she turned 19. She would have made it too if the rope hadn't frayed and broken, dumping her into the icy waters below. Natalia was picked up by river rats who found her floating miles downriver and took her in as their own, training her as a rogue and teaching her the ways of the river. She figures she'll find her way home soon enough but figures the wide world is just too interesting to leave for home just yet. She recently fell in with a band of would-be heroes near Winterhaven and has since left the river behind for the time being. To make her life even more interesting, her half-sister caught up with her outside Winterhaven, tasked with the daunting task of bring her younger headstrong sister home. She remains one of the only Heroes of Winterhaven whose pocket Splug hasn't picked, not that he hasn't tried.